public bool CanMove(GameObject currentTile, Enums.direction dir) { GameObject currentGrid = currentTile.transform.parent.gameObject; GridInstance gridInstance = currentGrid.GetComponent <GridInstance>(); TileInstance tileInstance = currentTile.GetComponent <TileInstance>(); GameObject[,] tileArray = gridInstance._tileArray; GameObject tileNext = null; switch (dir) { case Enums.direction.left: tileNext = tileArray[tileInstance.x - 1, tileInstance.y]; break; case Enums.direction.right: tileNext = tileArray[tileInstance.x + 1, tileInstance.y]; break; case Enums.direction.up: tileNext = tileArray[tileInstance.x, tileInstance.y + 1]; break; case Enums.direction.down: tileNext = tileArray[tileInstance.x, tileInstance.y - 1]; break; } if (tileNext != null && tileNext.tag != "Obstacle" && tileNext.GetComponent <TileInstance>().connectedObject.tag != "Obstacle") { return(true); } return(false); }
public Link(int id, int node_from_id, int node_to_id, Enums.direction direction) { this.id = id; this.node_from_id = node_from_id; this.node_to_id = node_to_id; this.direction = direction; }
private void SendMovement(Enums.direction direction) { NetworkStream n = myClient.client.GetStream(); Move message = new Move(direction); string json = JsonConvert.SerializeObject(message); BinaryWriter w = new BinaryWriter(n); w.Write(json); w.Flush(); }
/// <summary> /// Saves the FlowDocument data to the currently selected fact's /// FactDocument, then calls methods to find either the next or previous /// Fact /// </summary> /// <param name="data"></param> /// <param name="direction"></param> private void SelectedFactChanged(FlowDocument data, Enums.direction direction) { if (SelectedFact != null) { SelectedFact.FactDocument = data; if (direction == Enums.direction.next) { OnSelectNextFact(); } if (direction == Enums.direction.previous) { OnSelectPreviousFact(); } } }
public neighbor(Enums.direction dir1, Vector3 pos1, bool exi1) { direction = dir1; position = pos1; exists = exi1; }