public static bool CanMove(GameObject obj, int checkDirection) //returns true if movement of given object to given direction is possible { int[] coordinates = MapUtility.TranslateWorldToMapCoordinates(obj); bool rValue = false; switch (checkDirection) { case 0: rValue = MapUtility.CanMoveRight(coordinates); break; case 1: rValue = MapUtility.CanMoveLeft(coordinates); break; case 2: rValue = MapUtility.CanMoveUp(coordinates); break; case 3: rValue = MapUtility.CanMoveDown(coordinates); break; } return(rValue); }
public static bool CanMove(int[] coordinates, int checkDirection) //returns true if movement from given cell to given direction is possible { bool rValue = false; switch (checkDirection) { case 0: rValue = MapUtility.CanMoveRight(coordinates); break; case 1: rValue = MapUtility.CanMoveLeft(coordinates); break; case 2: rValue = MapUtility.CanMoveUp(coordinates); break; case 3: rValue = MapUtility.CanMoveDown(coordinates); break; } return(rValue); }
public static bool[] checkMoves(int[] coordinates) //checks which directions from the given coordinates can moved in { bool[] canMove = new bool[4]; canMove [0] = MapUtility.CanMoveRight(coordinates); canMove [1] = MapUtility.CanMoveLeft(coordinates); canMove [2] = MapUtility.CanMoveUp(coordinates); canMove [3] = MapUtility.CanMoveDown(coordinates); return(canMove); }
public static bool[] checkMoves(GameObject obj) // { bool[] canMove = new bool[4]; canMove [0] = MapUtility.CanMoveRight(obj.transform.gameObject); canMove [1] = MapUtility.CanMoveLeft(obj.transform.gameObject); canMove [2] = MapUtility.CanMoveUp(obj.transform.gameObject); canMove [3] = MapUtility.CanMoveDown(obj.transform.gameObject); return(canMove); }