示例#1
0
    public void HandleWithHole(HoleBlock click)
    {
        if (click.IsSelected)
        {
            AudioManager.Instance.PlaySFXSound(SFXSoundType.ClickNegative); // 기존 holeBlock 재선택
            click.IsSelected    = false;
            this.groupIndicator = -1;
            HoleSupervisor.Instance.DequeueActiveID(ControllerID);
        }
        else
        {
            AudioManager.Instance.PlaySFXSound(SFXSoundType.ClickPositive); // 새로 선택
            switch (groupIndicator)
            {
            case -1:     // 활성화가 안된 다른 그룹에서 holeBlock 선택
                click.IsSelected    = true;
                this.groupIndicator = click.groupIndex;
                HoleSupervisor.Instance.EnqueueActiveID(ControllerID);
                break;

            default:     // 활성화가 된 곳의 그룹 내의 다른 holeBlock 선택 // 마지막으로 조작한 곳을 end로
                holeGroup[groupIndicator].IsSelected = false;
                click.IsSelected    = true;
                this.groupIndicator = click.groupIndex;
                HoleSupervisor.Instance.SelectIDToEndQueue(ControllerID);
                break;
            }
        }
    }
示例#2
0
 private void ActionByLinkedHole(HoleBlock block)
 {
     AudioManager.Instance.PlaySFXSound(SFXSoundType.MoverEnter);
     bodyTransform.rotation = HoleSupervisor.Instance.FindOutletBlock(block.controllerID).transform.rotation;
     bodyTransform.position = HoleSupervisor.Instance.FindOutletBlock(block.controllerID).transform.position;
     if (HoleSupervisor.Instance.FindOutletBlock(block.controllerID).identifier == Identifier.Positive)
     {
         bodyMover.movingClockWise     = true;
         bodyMover.switchingIdentifier = true;
     }
     else
     {
         bodyMover.movingClockWise     = false;
         bodyMover.switchingIdentifier = false;
     }
 }
示例#3
0
    private void OnTriggerExit(Collider other)
    {
        if (!IsOntrigger)
        {
            if (other.gameObject.layer.Equals(9)) //holeBlock Layer
            {
                IsOntrigger = true;

                HoleBlock holeblock    = other.GetComponent <HoleBlock>();
                bool      isSelected   = holeblock.IsSelected;
                bool      isHoleLinked = HoleSupervisor.Instance.activeControllerID.Count == 2;
                bool      isActivated  = HoleSupervisor.Instance.controllerGroup[holeblock.controllerID].IsActivated;

                switch (isActivated)
                {
                case true:
                    switch (isSelected)     // 충돌 블락 선택됨
                    {
                    case true:
                        switch (isHoleLinked)          // 스택 카운트 2개 --> 텔레포트 할 곳 존재
                        {
                        case true:

                            ActionByLinkedHole(holeblock);
                            break;

                        case false:
                            ActionByInverse();
                            break;
                        }
                        break;

                    case false:         // isSelected가 아니지만 activated된 상태의 컨트롤러의 어느 holeblock 충돌
                        ActionByInverse();
                        break;
                    }
                    break;

                case false:      //activated 상태가 아닌 컨트롤러의 어느 holeblock 충돌
                    ActionByInverse();
                    break;
                }
            }
        }
    }
    private void SetHoleBlock()
    {
        for (int i = 0; i < axisIndex; i++)
        {
            int j = 0; int k = 0;
            while (j < blockSize) // negative
            {
                GameObject block     = Instantiate(holeBlockPrefab) as GameObject;
                HoleBlock  holeBlock = block.GetComponent <HoleBlock>();
                holeBlock.Initialize(i, j, blockSize);
                switchController[i, 0].holeGroup[j] = holeBlock;
                j++;
            }
            while (k < blockSize) // positive
            {
                GameObject block     = Instantiate(holeBlockPrefab) as GameObject;
                HoleBlock  holeBlock = block.GetComponent <HoleBlock>();
                holeBlock.Initialize(i, blockSize, k);
                switchController[i, 1].holeGroup[k] = holeBlock;

                k++;
            }
        }
    }
示例#5
0
    private void SetHoleBlock(int blockSize) //axisIndex: 0 == x, 1 == y, 2 == z
    {
        for (int i = 0; i < _axisIndex; i++)
        {
            int j = 0; int k = 0;

            while (j < blockSize) // negative
            {
                GameObject block     = Instantiate(holeBlockPrefab) as GameObject;
                HoleBlock  holeBlock = block.GetComponent <HoleBlock>();
                holeBlock.Initialize(i, j, blockSize);
                holeArray[i, 0, j] = holeBlock;
                j++;
            }
            while (k < blockSize) // positive
            {
                GameObject block     = Instantiate(holeBlockPrefab) as GameObject;
                HoleBlock  holeBlock = block.GetComponent <HoleBlock>();
                holeBlock.Initialize(i, blockSize, k);
                holeArray[i, 1, k] = holeBlock;
                k++;
            }
        }
    }
示例#6
0
 public void DetectHoleClick(HoleBlock click, int index)
 {
     HandleWithHole(click);
 }