示例#1
0
 public void FinishPiece(PieceControl piece)
 {
     piece.GetComponent <Renderer>().material.renderQueue = GetDrawPriorityFinishedPiece();
     activePieces.Remove(piece);
     pieceFinishedNum++;
     SetHeightOffsetToPieces();
 }
示例#2
0
    /// <summary>
    /// 完成拼图
    /// </summary>
    /// <param name="piece"></param>
    public void FinishPiece(PieceControl piece)
    {
        int i, j;

        piece.GetComponent <Renderer>().material.renderQueue = this.GetDrawPriorityFinishedPiece();

        //将被点击的碎片从数组中剔除
        for (i = 0; i < this.active_pieces.Length; i++)
        {
            if (this.active_pieces[i] == null)
            {
                continue;
            }

            if (this.active_pieces[i].name == piece.name)
            {
                //将位于被点击的碎片之后的碎片逐个往前移动
                for (j = i; j < this.active_pieces.Length - 1; j++)
                {
                    //直接把j后一位的数值赋值到j的位置,以此类推直到最后一位
                    this.active_pieces[j] = this.active_pieces[j + 1];
                }

                //清空数组的末尾
                this.active_pieces[this.active_pieces.Length - 1] = null;

                //得到正解的碎片数量+1
                this.piece_finished_num++;

                break;
            }
        }
        this.Set_Height_Offset_To_Pieces();
    }
示例#3
0
    // 碎片被放置到正解位置时的处理
    public void FinishPiece(PieceControl piece)
    {
        int i, j;

        piece.GetComponent <Renderer>().material.renderQueue = this.GetDrawPriorityFinishedPiece();

        for (i = 0; i < this.active_pieces.Length; i++)
        {
            if (this.active_pieces[i] == null)
            {
                continue;
            }

            if (this.active_pieces[i].name == piece.name)
            {
                for (j = i; j < this.active_pieces.Length - 1; j++)
                {
                    this.active_pieces[j] = this.active_pieces[j + 1];
                }

                this.active_pieces[this.active_pieces.Length - 1] = null;

                this.piece_finished_num++;

                break;
            }
        }
    }
示例#4
0
    // 碎片被放置到正解位置时的处理
    public void             FinishPiece(PieceControl piece)
    {
        int i, j;

        piece.GetComponent <Renderer>().material.renderQueue = this.GetDrawPriorityFinishedPiece();

        // 将被点击的碎片从数组中剔除

        for (i = 0; i < this.active_pieces.Length; i++)
        {
            if (this.active_pieces[i] == null)
            {
                continue;
            }

            if (this.active_pieces[i].name == piece.name)
            {
                // 将位于“被点击碎片”之后的碎片逐个往前移动
                //
                for (j = i; j < this.active_pieces.Length - 1; j++)
                {
                    this.active_pieces[j] = this.active_pieces[j + 1];
                }

                // 清空数组的末尾
                this.active_pieces[this.active_pieces.Length - 1] = null;

                // “已经得到正解的碎片”的数量 + 1
                this.piece_finished_num++;

                break;
            }
        }

        this.set_height_offset_to_pieces();
    }
示例#5
0
    // ピースが正解の位置におかれたときの処理.
    public void             FinishPiece(PieceControl piece)
    {
        int i, j;

        piece.GetComponent <Renderer>().material.renderQueue = this.GetDrawPriorityFinishedPiece();

        // クリックされたピースを配列から取り除く

        for (i = 0; i < this.active_pieces.Length; i++)
        {
            if (this.active_pieces[i] == null)
            {
                continue;
            }

            if (this.active_pieces[i].name == piece.name)
            {
                // 『クリックされたピース』より後ろにあるピースを、いっこづつ前にずらす.
                //
                for (j = i; j < this.active_pieces.Length - 1; j++)
                {
                    this.active_pieces[j] = this.active_pieces[j + 1];
                }

                // 配列の末尾を空にする.
                this.active_pieces[this.active_pieces.Length - 1] = null;

                // 『正解済みのピース』の数を+1する.
                this.piece_finished_num++;

                break;
            }
        }

        this.set_height_offset_to_pieces();
    }