示例#1
0
        /// <summary>
        /// Matches the rotation of the Block to the rotation of the colliding Block. Sets the WasReMatchedWithBlock Flag to true to indicate that
        /// it is now in line with the colliding Block, so that the other Blocks in the Structure can use this Block to rotate themself.
        /// </summary>
        /// <param name="currentCollisionObjects"></param>
        /// <param name="connectedOn"></param>
        public void MatchRotationWithCollidingBlock(List <CollisionObject> currentCollisionObjects, OTHER_BLOCK_IS_CONNECTED_ON connectedOn)
        {
            if (currentCollisionObjects.Count > 1)
            {
                //Send message to Blocks in Structure to set them to kinematic for rotation
                blockCommunication.SendMessageToConnectedBlocks("SetKinematic");

                //Rotate the Block
                GetComponent <BlockRotator>().RotateBlock(currentCollisionObjects, connectedOn);

                //Set flag that Block was rotated
                WasReMatchedWithBlock = true;

                //Send Message to Blocks in Structure to ReMatch their rotation in line with a Block that has
                //already rotated
                blockCommunication.SendMessageToConnectedBlocksBFS("ReMatchConnectedBlock");

                //Tell Blocks in Structure to add themself to the History
                blockCommunication.SendMessageToConnectedBlocks("OnAttachToFloor");

                //Check which additional Groove or Taps were hit after Rotating
                StartCoroutine(EvaluateColliderAfterMatching());
            }
        }
示例#2
0
 /// <summary>
 /// Called when the Block is attached to the Hand
 /// </summary>
 /// <param name="hand">The Hand the Block was attached to</param>
 public void OnAttachedToHand(Hand hand)
 {
     holdingHand = hand;
     //Send Message to all connected Blocks that the Structure was picked up
     blockCommunication.SendMessageToConnectedBlocks("OnIndirectAttachedtoHand");
 }