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Initial commit. Cubes can be selected (one by one).
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[Ll]ibrary/ | ||
[Tt]emp/ | ||
[Oo]bj/ | ||
.DS_Store | ||
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# Autogenerated VS/MD solution and project files | ||
*.csproj | ||
*.unityproj | ||
*.sln |
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using UnityEngine; | ||
using System.Collections; | ||
using System.Collections.Generic; | ||
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public class BlockManager : MonoBehaviour { | ||
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public GameObject block; | ||
private int cubeSide; | ||
private GameObject selector; | ||
private List<GameObject> blocks = new List<GameObject>(); | ||
private List<List<float>> block_coords = new List<List<float>>{ | ||
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new List<float>{3f,-2f}, | ||
new List<float>{3f,-1f}, | ||
new List<float>{3f,0f}, | ||
new List<float>{3f,1f}, | ||
new List<float>{3f,2f}, | ||
new List<float>{3f,3f}, | ||
new List<float>{2f,3f}, | ||
new List<float>{1f,3f}, | ||
new List<float>{0f,3f}, | ||
new List<float>{-1f,3f}, | ||
new List<float>{-2f,3f}, | ||
new List<float>{-2f,2f}, | ||
new List<float>{-2f,1f}, | ||
new List<float>{-2f,0f}, | ||
new List<float>{-2f,-1f}, | ||
new List<float>{-2f,-2f}, | ||
new List<float>{-1f,-2f}, | ||
new List<float>{0f,-2f}, | ||
new List<float>{1f,-2f}, | ||
new List<float>{2f,-2f}, | ||
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}; | ||
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// Use this for initialization | ||
void Start () { | ||
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//block_coords.Add (new List<float>(new float[] {2f,-1f})); | ||
initBlocks(); | ||
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// init selector | ||
rotateCube(); | ||
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} | ||
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// Update is called once per frame | ||
void Update () { | ||
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if(Input.GetButtonDown("Right")) { | ||
moveSelector("right"); | ||
} | ||
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if(Input.GetButtonDown("Left")) { | ||
moveSelector("left"); | ||
} | ||
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if(Input.GetButtonDown("Up")) { | ||
moveSelector("up"); | ||
} | ||
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if(Input.GetButtonDown("Down")) { | ||
moveSelector("down"); | ||
} | ||
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} | ||
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Color randColor() { | ||
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return new Color(Random.value, Random.value, Random.value); | ||
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} | ||
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void initBlocks() { | ||
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for(int i = 0; i < block_coords.Count; i++) { | ||
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blocks.Add((GameObject) Instantiate(block, new Vector3(block_coords[i][0], 0.75f, block_coords[i][1]), transform.rotation)); | ||
//blocks[blocks.Count-1].renderer.material.color = randColor(); | ||
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} | ||
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for(int i = 0; i < block_coords.Count; i++) { | ||
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blocks.Add((GameObject) Instantiate(block, new Vector3(block_coords[i][0], 1.75f, block_coords[i][1]), transform.rotation)); | ||
//blocks[blocks.Count-1].renderer.material.color = randColor(); | ||
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} | ||
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for(int i = 0; i < block_coords.Count; i++) { | ||
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int r = Random.Range(0,2); | ||
if(r == 1) { | ||
blocks.Add((GameObject) Instantiate(block, new Vector3(block_coords[i][0], 2.75f, block_coords[i][1]), transform.rotation)); | ||
//blocks[blocks.Count-1].renderer.material.color = randColor(); | ||
} | ||
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} | ||
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} | ||
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void dropBlocks() { | ||
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} | ||
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void initSelection() { | ||
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float z = 0f; | ||
float x = 0f; | ||
float y = 10f; | ||
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if(this.cubeSide == 1) { | ||
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// lowest x in lh corner | ||
z = -2f; | ||
foreach(GameObject block in blocks) { | ||
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if(block.transform.position.z == -2f) { | ||
block.renderer.material.color = Color.green; | ||
if(block.transform.position.x < x) { | ||
x = block.transform.position.x; | ||
} | ||
if(block.transform.position.y < y) { | ||
y = block.transform.position.y; | ||
} | ||
} else { | ||
block.renderer.material.color = Color.grey; | ||
} | ||
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} | ||
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} else if(this.cubeSide == 2) { | ||
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// highest z in lh corner | ||
x = -2f; | ||
foreach(GameObject block in blocks) { | ||
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if(block.transform.position.x == -2f) { | ||
block.renderer.material.color = Color.green; | ||
if(block.transform.position.z > z) { | ||
z = block.transform.position.z; | ||
} | ||
if(block.transform.position.y < y) { | ||
y = block.transform.position.y; | ||
} | ||
} else { | ||
block.renderer.material.color = Color.grey; | ||
} | ||
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} | ||
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} else if(this.cubeSide == 3) { | ||
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// highest x in lh corner | ||
z = 3f; | ||
foreach(GameObject block in blocks) { | ||
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if(block.transform.position.z == 3f) { | ||
block.renderer.material.color = Color.green; | ||
if(block.transform.position.x > x) { | ||
x = block.transform.position.x; | ||
} | ||
if(block.transform.position.y < y) { | ||
y = block.transform.position.y; | ||
} | ||
} else { | ||
block.renderer.material.color = Color.grey; | ||
} | ||
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} | ||
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} else if(this.cubeSide == 4) { | ||
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// lowest z in lh corner | ||
x = 3f; | ||
foreach(GameObject block in blocks) { | ||
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if(block.transform.position.x == 3f) { | ||
block.renderer.material.color = Color.green; | ||
if(block.transform.position.z < z) { | ||
z = block.transform.position.z; | ||
} | ||
if(block.transform.position.y < y) { | ||
y = block.transform.position.y; | ||
} | ||
} else { | ||
block.renderer.material.color = Color.grey; | ||
} | ||
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} | ||
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} | ||
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foreach(GameObject block in blocks) { | ||
if(block.transform.position.x == x && block.transform.position.z == z && Mathf.Floor(block.transform.position.y) == Mathf.Floor(y)) { | ||
this.selector = block; | ||
//block.renderer.material.color = Color.magenta; | ||
//Debug.Log ("Found"); | ||
break; | ||
} | ||
} | ||
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//Debug.Log ("T: " + Time.time + " X: " + x + " Z: " + z + " Y: " + y); | ||
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this.selector.renderer.material.color = Color.yellow; | ||
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} | ||
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void moveSelector(string direction) { | ||
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Vector3 hitDirection = transform.TransformDirection(new Vector3(1, 0, 0)); | ||
RaycastHit hit; | ||
float hitDistance = 20f; | ||
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if(direction == "right") { | ||
hitDirection = transform.TransformDirection(Vector3.right); | ||
} else if(direction == "left") { | ||
hitDirection = transform.TransformDirection(Vector3.left); | ||
} else if(direction == "up") { | ||
hitDirection = transform.TransformDirection(Vector3.up); | ||
} else if(direction == "down") { | ||
hitDirection = transform.TransformDirection(Vector3.down); | ||
} | ||
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if(Physics.Raycast(selector.transform.position, hitDirection, out hit, hitDistance)) { | ||
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if(hit.collider.gameObject) { | ||
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//hit.collider.gameObject.renderer.material.color = Color.blue; | ||
updateSelector(hit.collider.gameObject); | ||
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} | ||
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} | ||
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} | ||
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void updateSelector(GameObject newSelector) { | ||
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selector.renderer.material.color = Color.green; | ||
selector = newSelector; | ||
selector.renderer.material.color = Color.yellow; | ||
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} | ||
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public void rotateCube() { | ||
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float angle = Mathf.Floor(transform.rotation.eulerAngles.y); | ||
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if(angle == 0f) { | ||
cubeSide = 1; | ||
} else if(angle == 90f) { | ||
cubeSide = 2; | ||
} else if(angle == 180f) { | ||
cubeSide = 3; | ||
} else if(angle == 270f) { | ||
cubeSide = 4; | ||
} | ||
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initSelection(); | ||
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} | ||
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} |
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using UnityEngine; | ||
using System.Collections; | ||
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public class Crackalack : MonoBehaviour { | ||
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// Use this for initialization | ||
void Start () { | ||
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} | ||
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// Update is called once per frame | ||
void Update () { | ||
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} | ||
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void OnCollisionEnter(Collision other) { | ||
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//gameObject.renderer.material.color = Color.magenta; | ||
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//other.gameObject.renderer.material.color = Color.green; | ||
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} | ||
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void OnCollisionStay(Collision other) { | ||
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//gameObject.renderer.material.color = Color.black; | ||
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//other.gameObject.renderer.material.color = Color.red; | ||
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} | ||
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} |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,32 @@ | ||
using UnityEngine; | ||
using System.Collections; | ||
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public class RotateCamera : MonoBehaviour { | ||
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private GameObject emptyObj; | ||
private BlockManager blockManager; | ||
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// Use this for initialization | ||
void Start () { | ||
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emptyObj = GameObject.Find("EmptyGameObject"); | ||
blockManager = emptyObj.GetComponent<BlockManager>(); | ||
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} | ||
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// Update is called once per frame | ||
void Update () { | ||
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if(Input.GetButtonDown("Rotate")) { | ||
emptyObj.transform.Rotate(0, 90, 0); | ||
blockManager.rotateCube(); | ||
} | ||
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if(Input.GetButtonDown("RotateBack")) { | ||
emptyObj.transform.Rotate(0,-90, 0); | ||
blockManager.rotateCube(); | ||
} | ||
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} | ||
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} |
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