/// <summary> /// Called when piece is colliding from its right side /// </summary> /// <param name="CollidingPieceId">Id of piece colliding with</param> /// <param name="ColP">Instance of piece colliding with</param> /// <param name="ColPPieceData">Metadata of piece colliding with</param> /// <param name="ColObjController">JPPieceController instance of piece colliding with</param> void OnRightCollision(int CollidingPieceId, GameObject ColP, SPieceInfo ColPPieceData, JPPieceController ColObjController) { //Check if this is child of current holding piece then apply collision logic bool IsChildOfHoldingPiece = false; JPPieceController[] ChildrenControllers = transform.GetComponentsInChildren <JPPieceController>(); foreach (JPPieceController item in ChildrenControllers) { if (ThisPieceData.ID == item.ThisPieceData.ID) { IsChildOfHoldingPiece = true; break; } } if (ThisPieceData.ID == JpPuzzleControllerInstance.HoldingPieceID() || IsChildOfHoldingPiece) { if (ThisPieceData.ID == CollidingPieceId - 1) { //If is child of holding piece make it parent //Make this piece parent of all Transform Temp = transform.root; transform.parent = null; Temp.parent = transform; JpPuzzleControllerInstance.UnholdPiece(); transform.position = new Vector3(ColP.transform.position.x - JpPuzzleControllerInstance.PieceWidthInWorld, ColP.transform.position.y, ColP.transform.position.z); ColP.transform.root.parent = transform; OnPieceJoined(); CheckForPuzzleComplete(transform); } } else { //Wrong Piece } }
void OnRightCollision(int CollidingPieceId, GameObject ColP, SPieceInfo ColPPieceData, JPPieceController ColObjController) { //Check if this is child of current holding piece then apply collision logic bool IsChildOfHoldingPiece = false; JPPieceController[] ChildrenControllers = transform.GetComponentsInChildren <JPPieceController>(); foreach (JPPieceController item in ChildrenControllers) { if (ThisPieceData.ID == item.ThisPieceData.ID) { IsChildOfHoldingPiece = true; break; } } if (ThisPieceData.ID == JpPuzzleControllerInstance.HoldingPieceID() || IsChildOfHoldingPiece) { if (ThisPieceData.ID == CollidingPieceId - 1) { //If is child of holding piece make it parent //Make this piece parent of all Transform Temp = transform.root; transform.parent = null; Temp.parent = transform; JpPuzzleControllerInstance.UnholdPiece(); Vector3 CalculatedPos = new Vector3(); float LeftJointWorldScale = 0; float RightJointWorldScale = 0; float TopJointWorldScale = 0; float BotJointWorldScale = 0; float ColPLeftJointWorldScale = 0; float ColPRightJointWorldScale = 0; float ColPTopJointWorldScale = 0; float ColPBotJointWorldScale = 0; //Calculate required data CalculateDataForCollisionPlacement(ColPPieceData, out ColPLeftJointWorldScale, out ColPRightJointWorldScale, out ColPTopJointWorldScale, out ColPBotJointWorldScale); CalculateDataForCollisionPlacement(ThisPieceData, out LeftJointWorldScale, out RightJointWorldScale, out TopJointWorldScale, out BotJointWorldScale); //Calculate X //Calculated X without joints float CalcXWJ = ColP.transform.position.x - JpPuzzleControllerInstance.PieceWidthInWorld; CalculatedPos.x = CalcXWJ - (ColPRightJointWorldScale / 2) + (ColPLeftJointWorldScale / 2) + (RightJointWorldScale / 2) - (LeftJointWorldScale / 2); //Calculate Y CalculatedPos.y = ColP.transform.position.y + (TopJointWorldScale / 2) - (BotJointWorldScale / 2) - (ColPTopJointWorldScale / 2) + (ColPBotJointWorldScale / 2); CalculatedPos.z = transform.position.z; transform.position = CalculatedPos; ColP.transform.root.parent = transform; CheckForPuzzleComplete(transform); } } }