示例#1
0
        public static void SelectTile(int xPos, int yPos, TileTab tab, int clicks)
        {
            var ti            = TileHandler.GetTileImage(tab);
            var tileSize      = ti.TileSize;
            int originalIndex = TileHandler.GetTileIndex(xPos, yPos, tab);
            int index         = ti.ColumnsPerRow * yPos + xPos;

            if (xPos >= ti.Image.Width / tileSize || yPos >= ti.Image.Height / tileSize)
            {
                return;
            }

            if (clicks == 1)
            {
                if (SelectedTiles.Contains(index))
                {
                    SelectedTiles.Remove(index);
                }
                else
                {
                    SelectedTiles.Add(index);
                }
            }
            else
            {
                switch (tab)
                {
                case TileTab.Source: { TileHandler.SelectedTile = originalIndex; break; }

                case TileTab.Randomized: { TileHandler.SelectedTile = RandomizedMap[xPos, yPos]; break; }

                case TileTab.RuleTest: { TileHandler.SelectedTile = RuleTestMap[xPos, yPos]; break; }
                }
            }
        }
示例#2
0
 public static void SelectAll(TileTab tab)
 {
     DeselectAll(tab);
     for (int i = 0; i <= GetTileImage(tab).NumberOfTiles - 1; i++)
     {
         SelectedTiles.Add(i);
     }
 }
示例#3
0
        public void OnTileClicked(object sender, MahjongTile ClickedTile)
        {
            SelectedTiles.Add(ClickedTile);

            if (SelectedTiles.Count == 2)
            {
                if (SelectedTiles[0] == SelectedTiles[1])
                {
                    SelectedTiles.RemoveAt(1);
                    return;
                }

                int x1 = SelectedTiles[0].TileVector.X;
                int y1 = SelectedTiles[0].TileVector.Y;
                int z1 = SelectedTiles[0].TileVector.Z;
                int x2 = SelectedTiles[1].TileVector.X;
                int y2 = SelectedTiles[1].TileVector.Y;
                int z2 = SelectedTiles[1].TileVector.Z;

                bool FirstTileAccessible  = TileStore[x1 - 1, y1, z1] == null || TileStore[x1 + 1, y1, z1] == null;
                bool SecondTileAccessible = TileStore[x2 - 1, y2, z2] == null || TileStore[x2 + 1, y2, z2] == null;
                bool SameTile             = SelectedTiles[0].GetTileIndex() == SelectedTiles[1].GetTileIndex();

                if (FirstTileAccessible && SecondTileAccessible && SameTile)
                {
                    Console.WriteLine("Tile able to destroy");
                }
                else
                {
                    SelectedTiles[0].IsHovered = false;
                    SelectedTiles[0].IsClicked = false;
                    SelectedTiles[0].TileCanvas.Invalidate();
                    SelectedTiles[1].IsHovered = false;
                    SelectedTiles[1].IsClicked = false;
                    SelectedTiles[1].TileCanvas.Invalidate();
                    SelectedTiles.Clear();
                    return;
                }

                WindowHandle.Controls.Remove(SelectedTiles[0].TileCanvas);
                WindowHandle.Controls.Remove(SelectedTiles[1].TileCanvas);

                TileStore[x1, y1, z1] = null;
                TileStore[x2, y2, z2] = null;

                SelectedTiles.Clear();

                if (!CheckForCompletition())
                {
                    WindowHandle.PopulateBoard(WindowHandle);
                }
            }
        }
    /// <summary>
    /// Adds selection icon to tile and stores reference to it
    /// </summary>
    /// <param name="selection"></param>
    void AddSelection(Transform selection)
    {
        //Dequeue inactive object from queue
        GameObject newSelectionIcon = InactiveSelectionObjects.Dequeue();

        //Set object to active in scene
        newSelectionIcon.SetActive(true);
        //Sets new object to correct position
        newSelectionIcon.transform.position = selection.position;
        //Add new object to dictionary
        SelectedObjects.Add(selection, newSelectionIcon);
        //Add to active selection list
        ActiveSelectionIconObjects.Add(newSelectionIcon);
        //Add tile to current tiles selected
        SelectedTiles.Add(selection.gameObject);
    }