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/*
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http://www.cgsoso.com/forum-211-1.html
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CG搜搜 Unity3d 每日Unity3d插件免费更新 更有VIP资源!
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CGSOSO 主打游戏开发,影视设计等CG资源素材。
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插件如若商用,请务必官网购买!
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daily assets update for try.
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U should buy the asset from home store if u use it in your project!
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*/
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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[Serializable]
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//public class PipeSprites
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//{
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// public List<Sprite> sprites;
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//}
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public class Cell : MonoBehaviour
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{
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public Vector2Int pos;
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public PipeColor defaultColor;
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public int rightRotationValue;
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[Header("PipeDetail")]
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public RectTransform pipeParent;
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public CellType pipeCellType;
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public List<Pipe> pipes;
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public List<Sprite> pipeSprites;
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//public List<PipeSprites> _PipeSprites;
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public int correctRotateDelta = 4;
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[HideInInspector]
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public bool redundant;
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private bool _isHint;
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public int _rotationValue;
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private object pipe;
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public CellKind cellKind;
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public bool IsHint
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{
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get
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{
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return _isHint;
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}
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set
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{
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if (value)
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{
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RotationValue = rightRotationValue;
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ApplyRotationOnImage(0.05f);
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GetComponent<Image>().color = ColorManager.intance.hintCellBGColor;
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}
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else
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{
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GetComponent<Image>().color = ColorManager.intance.normalCellBGColor;
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}
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_isHint = value;
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}
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}
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public int RotationValue
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{
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get
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{
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return _rotationValue;
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}
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set
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{
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if (!IsHint)
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{
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int num = (value < 4) ? value : 0;
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num = (_rotationValue = ((num >= 0) ? num : 3));
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pipes.ForEach(delegate (Pipe obj)
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{
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obj.SetPipeRotation(_rotationValue);
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SetCellFlowSide(cellKind);
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});
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}
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}
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}
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public Cell RightCell
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{
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get
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{
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Vector2Int v = pos + Vector2Int.right;
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if (!IsValidIndex(v))
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{
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return null;
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}
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return GetCellFromVector(v);
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}
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}
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public Cell LeftCell
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{
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get
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{
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Vector2Int v = pos + Vector2Int.left;
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if (!IsValidIndex(v))
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{
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return null;
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}
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return GetCellFromVector(v);
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}
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}
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public Cell TopCell
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{
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get
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{
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Vector2Int v = pos + Vector2Int.down;
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if (!IsValidIndex(v))
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{
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return null;
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}
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return GetCellFromVector(v);
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}
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}
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public Cell BottomCell
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{
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get
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{
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Vector2Int v = pos + Vector2Int.up;
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if (!IsValidIndex(v))
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{
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return null;
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}
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return GetCellFromVector(v);
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}
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}
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public void SetLevelData(LevelCellData lcd)
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{
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defaultColor = lcd.DefaultColor;
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if (pipeCellType != 0)
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{
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GetComponent<Button>().onClick.AddListener(delegate
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{
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if (GamePlayManager.instance != null)
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{
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GamePlayManager.instance.OnButtonClick(this);
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}
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});
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}
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rightRotationValue = lcd.RightRotationValue;
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RotationValue = lcd.CurrentRotationValue;
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ApplyRotationOnImage();
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UpdatePipeColor();
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IsHint = false;
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redundant = lcd.Redundant;
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}
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public void UpdatePipeColor()
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{
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if (pipeCellType == CellType.Start)
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{
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pipes.ForEach(delegate (Pipe p)
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{
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switch (defaultColor)
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{
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case PipeColor.None:
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pipes.ForEach(delegate (Pipe obj)
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{
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obj.Img_1.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.None;
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obj.Img_2.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.None;
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obj.Img_3.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.None;
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});
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break;
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case PipeColor.A:
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pipes.ForEach(delegate (Pipe obj)
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{
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obj.Img_1.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Red;
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obj.Img_2.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Red;
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obj.Img_3.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Red;
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});
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break;
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case PipeColor.B:
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pipes.ForEach(delegate (Pipe obj)
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{
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obj.Img_1.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Blue;
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obj.Img_2.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Blue;
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obj.Img_3.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Blue;
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});
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break;
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case PipeColor.C:
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pipes.ForEach(delegate (Pipe obj)
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{
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obj.Img_1.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Yellow;
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obj.Img_2.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Yellow;
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obj.Img_3.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Yellow;
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});
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break;
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case PipeColor.AB:
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pipes.ForEach(delegate (Pipe obj)
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{
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obj.Img_1.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Purple;
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obj.Img_2.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Purple;
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obj.Img_3.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Purple;
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});
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break;
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case PipeColor.AC:
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pipes.ForEach(delegate (Pipe obj)
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{
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obj.Img_1.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Orange;
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obj.Img_2.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Orange;
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obj.Img_3.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Orange;
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});
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break;
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case PipeColor.BC:
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pipes.ForEach(delegate (Pipe obj)
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{
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obj.Img_1.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Green;
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obj.Img_2.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Green;
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obj.Img_3.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Green;
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});
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break;
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case PipeColor.ABC:
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pipes.ForEach(delegate (Pipe obj)
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{
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obj.Img_1.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Brown;
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obj.Img_2.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Brown;
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obj.Img_3.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Brown;
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});
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break;
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default:
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break;
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}
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});
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}
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if (pipeCellType == CellType.Middle)
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{
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pipes.ForEach(delegate (Pipe p)
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{
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p.pipeImage.sprite = pipeSprites[(int)ColorManager.MixPipeColor(p.fillColor)];
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switch (ColorManager.MixPipeColor(p.fillColor))
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{
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case PipeColor.None:
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pipes.ForEach(delegate (Pipe obj)
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{
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obj.Img_1.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.None;
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obj.Img_2.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.None;
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obj.Img_3.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.None;
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});
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break;
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case PipeColor.A:
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pipes.ForEach(delegate (Pipe obj)
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{
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obj.Img_1.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Red;
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obj.Img_2.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Red;
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obj.Img_3.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Red;
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});
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break;
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case PipeColor.B:
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pipes.ForEach(delegate (Pipe obj)
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{
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obj.Img_1.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Blue;
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obj.Img_2.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Blue;
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obj.Img_3.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Blue;
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});
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break;
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case PipeColor.C:
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pipes.ForEach(delegate (Pipe obj)
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{
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obj.Img_1.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Yellow;
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obj.Img_2.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Yellow;
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obj.Img_3.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Yellow;
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});
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break;
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case PipeColor.AB:
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pipes.ForEach(delegate (Pipe obj)
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{
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obj.Img_1.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Purple;
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obj.Img_2.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Purple;
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obj.Img_3.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Purple;
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});
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break;
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case PipeColor.AC:
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pipes.ForEach(delegate (Pipe obj)
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{
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obj.Img_1.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Orange;
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obj.Img_2.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Orange;
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obj.Img_3.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Orange;
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});
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break;
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case PipeColor.BC:
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pipes.ForEach(delegate (Pipe obj)
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{
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obj.Img_1.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Green;
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obj.Img_2.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Green;
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obj.Img_3.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Green;
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});
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break;
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case PipeColor.ABC:
|
|
|
|
|
pipes.ForEach(delegate (Pipe obj)
|
|
|
|
|
{
|
|
|
|
|
obj.Img_1.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Brown;
|
|
|
|
|
obj.Img_2.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Brown;
|
|
|
|
|
obj.Img_3.transform.GetChild(0).GetComponent<Image>().color = ColorManager.intance.Brown;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
});
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
pipes.ForEach(delegate (Pipe p)
|
|
|
|
|
{
|
|
|
|
|
p.pipeImage.sprite = pipeSprites[(int)defaultColor];
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void ApplyRotationOnImage(float t = 0f)
|
|
|
|
|
{
|
|
|
|
|
LeanTween.rotateZ(pipeParent.gameObject, (float)_rotationValue * -90f, t);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private bool IsValidIndex(Vector2Int v)
|
|
|
|
|
{
|
|
|
|
|
if (v.x < 0 || v.y < 0 || v.x >= GameManager.currentLevel.column || v.y >= GameManager.currentLevel.row)
|
|
|
|
|
{
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
Cell cellFromVector = GetCellFromVector(v);
|
|
|
|
|
if (cellFromVector.pipeCellType == CellType.Blank)
|
|
|
|
|
{
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private Cell GetCellFromVector(Vector2Int v)
|
|
|
|
|
{
|
|
|
|
|
int index = v.y * GameManager.currentLevel.column + v.x;
|
|
|
|
|
return GamePlayManager.instance.allCellList[index];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public bool HasSide(Side side)
|
|
|
|
|
{
|
|
|
|
|
foreach (Pipe pipe in pipes)
|
|
|
|
|
{
|
|
|
|
|
if (pipe.R && side == Side.R)
|
|
|
|
|
{
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
if (pipe.L && side == Side.L)
|
|
|
|
|
{
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
if (pipe.T && side == Side.T)
|
|
|
|
|
{
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
if (pipe.B && side == Side.B)
|
|
|
|
|
{
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public bool HasAnyColor()
|
|
|
|
|
{
|
|
|
|
|
foreach (Pipe pipe in pipes)
|
|
|
|
|
{
|
|
|
|
|
if (pipe.fillColor.Count > 0)
|
|
|
|
|
{
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public bool IsInRighRotation()
|
|
|
|
|
{
|
|
|
|
|
return (Mathf.Max(RotationValue, rightRotationValue) - Mathf.Min(RotationValue, rightRotationValue)) % correctRotateDelta == 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void RemoveAllPipeColor()
|
|
|
|
|
{
|
|
|
|
|
pipes.ForEach(delegate (Pipe obj)
|
|
|
|
|
{
|
|
|
|
|
obj.RemoveAll();
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
// Reset Pipe Leaking
|
|
|
|
|
pipes.ForEach(delegate (Pipe obj)
|
|
|
|
|
{
|
|
|
|
|
obj.BottomLeak = false;
|
|
|
|
|
obj.LeftLeak = false;
|
|
|
|
|
obj.RightLeak = false;
|
|
|
|
|
obj.TopLeak = false;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if(obj.Img_1)
|
|
|
|
|
obj.Img_1.gameObject.SetActive(false);
|
|
|
|
|
if(obj.Img_2)
|
|
|
|
|
obj.Img_2.gameObject.SetActive(false);
|
|
|
|
|
if(obj.Img_3)
|
|
|
|
|
obj.Img_3.gameObject.SetActive(false);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void FillColor(List<PipeColor> c, Cell source, Side sourceSide)
|
|
|
|
|
{
|
|
|
|
|
if (pipeCellType != CellType.Start)
|
|
|
|
|
{
|
|
|
|
|
foreach (Pipe pipe in pipes)
|
|
|
|
|
{
|
|
|
|
|
if ((pipe.L && sourceSide == Side.R) || (pipe.R && sourceSide == Side.L) || (pipe.T && sourceSide == Side.B) || (pipe.B && sourceSide == Side.T))
|
|
|
|
|
{
|
|
|
|
|
if (pipe.AddColor(c) == 0)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
if (pipe.L && LeftCell != null && LeftCell != source)
|
|
|
|
|
{
|
|
|
|
|
LeftCell.FillColor(c, this, Side.L);
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (pipe.L)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
if (LeftCell != null)
|
|
|
|
|
{
|
|
|
|
|
foreach (Pipe leftCellPipe in LeftCell.pipes)
|
|
|
|
|
{
|
|
|
|
|
if (leftCellPipe.R)
|
|
|
|
|
{
|
|
|
|
|
pipe.LeftLeak = false;
|
|
|
|
|
|
|
|
|
|
if (pipe.leakL != null)
|
|
|
|
|
{
|
|
|
|
|
pipe.leakL.gameObject.SetActive(false);
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
pipe.LeftLeak = true;
|
|
|
|
|
if (pipe.leakL != null)
|
|
|
|
|
{
|
|
|
|
|
pipe.leakL.gameObject.SetActive(true);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
pipe.LeftLeak = true;
|
|
|
|
|
if (pipe.leakL != null)
|
|
|
|
|
{
|
|
|
|
|
pipe.leakL.gameObject.SetActive(true);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//if (LeftCell == null)
|
|
|
|
|
//{
|
|
|
|
|
// pipe.LeftLeak = true;
|
|
|
|
|
//}
|
|
|
|
|
|
|
|
|
|
//else if (LeftCell.pipes[0].R)
|
|
|
|
|
//{
|
|
|
|
|
// pipe.LeftLeak = false;
|
|
|
|
|
//}
|
|
|
|
|
//else
|
|
|
|
|
//{
|
|
|
|
|
// pipe.LeftLeak = true;
|
|
|
|
|
//}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (pipe.R && RightCell != null && RightCell != source)
|
|
|
|
|
{
|
|
|
|
|
RightCell.FillColor(c, this, Side.R);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (pipe.R)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
if (RightCell != null)
|
|
|
|
|
{
|
|
|
|
|
foreach (Pipe rightCellPipe in RightCell.pipes)
|
|
|
|
|
{
|
|
|
|
|
if (rightCellPipe.L)
|
|
|
|
|
{
|
|
|
|
|
pipe.RightLeak = false;
|
|
|
|
|
if (pipe.leakR != null)
|
|
|
|
|
{
|
|
|
|
|
pipe.leakR.gameObject.SetActive(false);
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
pipe.RightLeak = true;
|
|
|
|
|
if (pipe.leakR != null)
|
|
|
|
|
{
|
|
|
|
|
pipe.leakR.gameObject.SetActive(true);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
pipe.RightLeak = true;
|
|
|
|
|
if (pipe.leakR != null)
|
|
|
|
|
{
|
|
|
|
|
pipe.leakR.gameObject.SetActive(true);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (pipe.T && TopCell != null && TopCell != source)
|
|
|
|
|
{
|
|
|
|
|
TopCell.FillColor(c, this, Side.T);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (pipe.T)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (TopCell != null)
|
|
|
|
|
{
|
|
|
|
|
foreach (Pipe topCellPipe in TopCell.pipes)
|
|
|
|
|
{
|
|
|
|
|
if (topCellPipe.B)
|
|
|
|
|
{
|
|
|
|
|
pipe.TopLeak = false;
|
|
|
|
|
if (pipe.leakT != null)
|
|
|
|
|
{
|
|
|
|
|
pipe.leakT.gameObject.SetActive(false);
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
pipe.TopLeak = true;
|
|
|
|
|
if (pipe.leakT != null)
|
|
|
|
|
{
|
|
|
|
|
pipe.leakT.gameObject.SetActive(true);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
pipe.TopLeak = true;
|
|
|
|
|
if (pipe.leakT != null)
|
|
|
|
|
{
|
|
|
|
|
pipe.leakT.gameObject.SetActive(true);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (pipe.B && BottomCell != null && BottomCell != source)
|
|
|
|
|
{
|
|
|
|
|
BottomCell.FillColor(c, this, Side.B);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (pipe.B)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
if (BottomCell != null)
|
|
|
|
|
{
|
|
|
|
|
foreach (Pipe bottomCellPipe in BottomCell.pipes)
|
|
|
|
|
{
|
|
|
|
|
if (bottomCellPipe.T)
|
|
|
|
|
{
|
|
|
|
|
pipe.BottomLeak = false;
|
|
|
|
|
if (pipe.leakB != null)
|
|
|
|
|
{
|
|
|
|
|
pipe.leakB.gameObject.SetActive(false);
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
pipe.BottomLeak = true;
|
|
|
|
|
if (pipe.leakB != null)
|
|
|
|
|
{
|
|
|
|
|
pipe.leakB.gameObject.SetActive(true);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
pipe.BottomLeak = true;
|
|
|
|
|
if (pipe.leakB != null)
|
|
|
|
|
{
|
|
|
|
|
pipe.leakB.gameObject.SetActive(true);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
public void SetCellFlowSide(CellKind cellKind)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
switch (cellKind)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
case CellKind.Single:
|
|
|
|
|
|
|
|
|
|
if (_rotationValue ==0)
|
|
|
|
|
{
|
|
|
|
|
pipes[0].leakB = pipes[0].Img_1.gameObject;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
else if (_rotationValue == 1)
|
|
|
|
|
{
|
|
|
|
|
pipes[0].leakL = pipes[0].Img_1.gameObject;
|
|
|
|
|
}
|
|
|
|
|
else if (_rotationValue == 2)
|
|
|
|
|
{
|
|
|
|
|
pipes[0].leakT = pipes[0].Img_1.gameObject;
|
|
|
|
|
}
|
|
|
|
|
else if (_rotationValue == 3)
|
|
|
|
|
{
|
|
|
|
|
pipes[0].leakR = pipes[0].Img_1.gameObject;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case CellKind.StraightTwoFace:
|
|
|
|
|
|
|
|
|
|
if (_rotationValue == 0)
|
|
|
|
|
{
|
|
|
|
|
pipes[0].leakB = pipes[0].Img_1.gameObject;
|
|
|
|
|
pipes[0].leakT = pipes[0].Img_2.gameObject;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
else if (_rotationValue == 1)
|
|
|
|
|
{
|
|
|
|
|
pipes[0].leakL = pipes[0].Img_1.gameObject;
|
|
|
|
|
pipes[0].leakR = pipes[0].Img_2.gameObject;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
else if (_rotationValue == 2)
|
|
|
|
|
{
|
|
|
|
|
pipes[0].leakT = pipes[0].Img_1.gameObject;
|
|
|
|
|
pipes[0].leakB = pipes[0].Img_2.gameObject;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
else if (_rotationValue == 3)
|
|
|
|
|
{
|
|
|
|
|
pipes[0].leakR = pipes[0].Img_1.gameObject;
|
|
|
|
|
pipes[0].leakL = pipes[0].Img_2.gameObject;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
case CellKind.CurvedTwoFace:
|
|
|
|
|
|
|
|
|
|
if (_rotationValue == 0)
|
|
|
|
|
{
|
|
|
|
|
pipes[0].leakB = pipes[0].Img_1.gameObject;
|
|
|
|
|
pipes[0].leakR = pipes[0].Img_2.gameObject;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
else if (_rotationValue == 1)
|
|
|
|
|
{
|
|
|
|
|
pipes[0].leakL = pipes[0].Img_1.gameObject;
|
|
|
|
|
pipes[0].leakB = pipes[0].Img_2.gameObject;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
else if (_rotationValue == 2)
|
|
|
|
|
{
|
|
|
|
|
pipes[0].leakT = pipes[0].Img_1.gameObject;
|
|
|
|
|
pipes[0].leakL = pipes[0].Img_2.gameObject;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
else if (_rotationValue == 3)
|
|
|
|
|
{
|
|
|
|
|
pipes[0].leakR = pipes[0].Img_1.gameObject;
|
|
|
|
|
pipes[0].leakT = pipes[0].Img_2.gameObject;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
case CellKind.ThreeFace:
|
|
|
|
|
|
|
|
|
|
if (_rotationValue == 0)
|
|
|
|
|
{
|
|
|
|
|
pipes[0].leakB = pipes[0].Img_1.gameObject;
|
|
|
|
|
pipes[0].leakL = pipes[0].Img_2.gameObject;
|
|
|
|
|
pipes[0].leakR = pipes[0].Img_3.gameObject;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
else if (_rotationValue == 1)
|
|
|
|
|
{
|
|
|
|
|
pipes[0].leakL = pipes[0].Img_1.gameObject;
|
|
|
|
|
pipes[0].leakB = pipes[0].Img_3.gameObject;
|
|
|
|
|
pipes[0].leakT = pipes[0].Img_2.gameObject;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
else if (_rotationValue == 2)
|
|
|
|
|
{
|
|
|
|
|
pipes[0].leakT = pipes[0].Img_1.gameObject;
|
|
|
|
|
pipes[0].leakL = pipes[0].Img_3.gameObject;
|
|
|
|
|
pipes[0].leakR = pipes[0].Img_2.gameObject;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
else if (_rotationValue == 3)
|
|
|
|
|
{
|
|
|
|
|
pipes[0].leakR = pipes[0].Img_1.gameObject;
|
|
|
|
|
pipes[0].leakB = pipes[0].Img_2.gameObject;
|
|
|
|
|
pipes[0].leakT = pipes[0].Img_3.gameObject;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
case CellKind.StraightDualTwoFace:
|
|
|
|
|
|
|
|
|
|
if (_rotationValue == 0)
|
|
|
|
|
{
|
|
|
|
|
pipes[0].leakB = pipes[0].Img_1.gameObject;
|
|
|
|
|
pipes[0].leakT = pipes[0].Img_2.gameObject;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
else if (_rotationValue == 1)
|
|
|
|
|
{
|
|
|
|
|
pipes[0].leakL = pipes[0].Img_1.gameObject;
|
|
|
|
|
pipes[0].leakR = pipes[0].Img_2.gameObject;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
else if (_rotationValue == 2)
|
|
|
|
|
{
|
|
|
|
|
pipes[0].leakT = pipes[0].Img_1.gameObject;
|
|
|
|
|
pipes[0].leakB = pipes[0].Img_2.gameObject;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
else if (_rotationValue == 3)
|
|
|
|
|
{
|
|
|
|
|
pipes[0].leakR = pipes[0].Img_1.gameObject;
|
|
|
|
|
pipes[0].leakL = pipes[0].Img_2.gameObject;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
|
|
if (_rotationValue == 0)
|
|
|
|
|
{
|
|
|
|
|
pipes[1].leakL = pipes[1].Img_1.gameObject;
|
|
|
|
|
pipes[1].leakR = pipes[1].Img_2.gameObject;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
else if (_rotationValue == 1)
|
|
|
|
|
{
|
|
|
|
|
pipes[1].leakT = pipes[1].Img_1.gameObject;
|
|
|
|
|
pipes[1].leakB = pipes[1].Img_2.gameObject;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
else if (_rotationValue == 2)
|
|
|
|
|
{
|
|
|
|
|
pipes[1].leakL = pipes[1].Img_2.gameObject;
|
|
|
|
|
pipes[1].leakR = pipes[1].Img_1.gameObject;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
else if (_rotationValue == 3)
|
|
|
|
|
{
|
|
|
|
|
pipes[1].leakT = pipes[1].Img_2.gameObject;
|
|
|
|
|
pipes[1].leakB = pipes[1].Img_1.gameObject;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
case CellKind.CurvedDualTwoFace:
|
|
|
|
|
|
|
|
|
|
if (_rotationValue == 0)
|
|
|
|
|
{
|
|
|
|
|
pipes[0].leakR = pipes[0].Img_1.gameObject;
|
|
|
|
|
pipes[0].leakB = pipes[0].Img_2.gameObject;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
else if (_rotationValue == 1)
|
|
|
|
|
{
|
|
|
|
|
pipes[0].leakB = pipes[0].Img_1.gameObject;
|
|
|
|
|
pipes[0].leakL = pipes[0].Img_2.gameObject;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
else if (_rotationValue == 2)
|
|
|
|
|
{
|
|
|
|
|
pipes[0].leakL = pipes[0].Img_1.gameObject;
|
|
|
|
|
pipes[0].leakT = pipes[0].Img_2.gameObject;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
else if (_rotationValue == 3)
|
|
|
|
|
{
|
|
|
|
|
pipes[0].leakT = pipes[0].Img_1.gameObject;
|
|
|
|
|
pipes[0].leakR = pipes[0].Img_2.gameObject;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////
|
|
|
|
|
if (_rotationValue == 0)
|
|
|
|
|
{
|
|
|
|
|
pipes[1].leakT = pipes[1].Img_1.gameObject;
|
|
|
|
|
pipes[1].leakL = pipes[1].Img_2.gameObject;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
else if (_rotationValue == 1)
|
|
|
|
|
{
|
|
|
|
|
pipes[1].leakR = pipes[1].Img_1.gameObject;
|
|
|
|
|
pipes[1].leakT = pipes[1].Img_2.gameObject;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
else if (_rotationValue == 2)
|
|
|
|
|
{
|
|
|
|
|
pipes[1].leakB = pipes[1].Img_1.gameObject;
|
|
|
|
|
pipes[1].leakR = pipes[1].Img_2.gameObject;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
else if (_rotationValue == 3)
|
|
|
|
|
{
|
|
|
|
|
pipes[1].leakL = pipes[1].Img_1.gameObject;
|
|
|
|
|
pipes[1].leakB = pipes[1].Img_2.gameObject;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
default:
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
}
|