Created
May 8, 2015 23:46
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3x3 UpdateGridOnTrigger Supporting MoveWhenFar sorting logic
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System; | |
// could easily be refactored into a static class... | |
public class MoveWhenFar : MonoBehaviour { | |
readonly static float TerrainSize = 256f; // D R Y... refactor centrally... | |
GameObject[] floorTiles; | |
public static List<GameObject> NorthTiles; | |
public static List<GameObject> EastTiles; | |
public static List<GameObject> SouthTiles; | |
public static List<GameObject> WestTiles; | |
Vector3 middleOffset; | |
public static List<GameObject> CompleteTileList; | |
// used to subsort the lists. | |
List<GameObject> NSlist; | |
List<GameObject> EWlist; | |
// for debug | |
List<Color> TileColors; | |
// Use this for initialization | |
void Start () { | |
// For Debug only | |
TileColors = new List<Color>{Color.red, new Color(1f,.3f,0f), new Color(1f,.6f,0f), new Color(1f,.9f,0f), | |
new Color(1f,1f,.3f),new Color(1f,1f,.6f),new Color(1f,1f,1f)}; | |
middleOffset = new Vector3(128f, 0f, 128f); // <-- in case you need to adjust pivots | |
floorTiles = GameObject.FindGameObjectsWithTag("Tile"); // <-- For simple identification, there should be 9 of them | |
NorthTiles = new List<GameObject>(3); | |
EastTiles = new List<GameObject>(3); | |
WestTiles = new List<GameObject>(3); | |
SouthTiles = new List<GameObject>(3); | |
CompleteTileList = new List<GameObject>(floorTiles); | |
NSlist = new List<GameObject>( | |
floorTiles | |
); | |
EWlist = new List<GameObject>( | |
floorTiles | |
); | |
//update lists | |
UpdateTilesLists (); | |
} | |
int maxTilesStackWidth = 3; | |
void UpdateTilesLists(){ | |
// Get the SouthernMost | |
NSlist.Sort (delegate(GameObject c1, GameObject c2) { | |
return c1.transform.position.z.CompareTo (c2.transform.position.z); }); | |
SouthTiles = NSlist.GetRange (0, 3); | |
// Get the NorthernMost | |
NSlist.Sort (delegate(GameObject c1, GameObject c2) { | |
return c2.transform.position.z.CompareTo (c1.transform.position.z); }); | |
NorthTiles = NSlist.GetRange (0, 3); | |
EWlist.Sort (delegate(GameObject c1, GameObject c2) { | |
return c2.transform.position.x.CompareTo (c1.transform.position.x); }); | |
EastTiles = EWlist.GetRange (0, 3); | |
EWlist.Sort (delegate(GameObject c1, GameObject c2) { | |
return c1.transform.position.x.CompareTo (c2.transform.position.x); }); | |
WestTiles = EWlist.GetRange (0, 3); | |
} | |
} |
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