using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
public class GameController : MonoBehaviour
{
struct CubePos(0, 1, 0);
public float cubeChangePlaceSpeed = 0.5f;
public Transform cubeToPlace
}
private List<Vector3> allCubesPosition = new List<Vector3>
{
new Vector3(0, 0, 0),
new Vector3(1, 0, 0),
new Vector3(-1, 0, 0),
new Vector3(0, 1, 0),
new Vector3(0, 0, 0),
new Vector3(-1, 0, -1),
new Vector3(1, 0, 1),
new Vector3(0, 0, -1),
new Vector3(1, 0, -1),
}
private void Start()
{
StartCoroutine(ShowCubePlace());
}
IEnumerator ShowCubePlace()
{
while(true)
{
SpawnPosition();
yield return new WaitForSeconds(cubeChangePlaceSpwwd)
}
}
private void SpawnPosition()
{
List<Vector3> position = new List<Vector3>();
if (IsPositionEmpty(new Vector3(nowCube.x + 1, nowCube.y, nowCube.z)))
position.Add(new Vector3(nowCube.x + 1, nowCube.y, nowCube.z));
if (IsPositionEmpty(new Vector3(nowCube.x - 1, nowCube.y, nowCube.z)))
position.Add(new Vector3(nowCube.x - 1, nowCube.y, nowCube.z));
if (IsPositionEmpty(new Vector3(nowCube.x, nowCube.y + 1, nowCube.z)))
position.Add(new Vector3(nowCube.x, nowCube.y + 1, nowCube.z));
if (IsPositionEmpty(new Vector3(nowCube.x, nowCube.y - 1, nowCube.z)))
position.Add(new Vector3(nowCube.x, nowCube.y - 1, nowCube.z));
if (IsPositionEmpty(new Vector3(nowCube.x, nowCube.y, nowCube.z + 1)))
position.Add(new Vector3(nowCube.x, nowCube.y, nowCube.z + 1));
if (IsPositionEmpty(new Vector3(nowCube.x, nowCube.y, nowCube.z - 1)))
position.Add(new Vector3(nowCube.x, nowCube.y, nowCube.z - 1));
cubeToPlace.position = position[UnityEngineRandom.Range(0, positions.Count)]
}
private bool IsPositionEmpty(Vector3 targetPos)
{
if (targetPos.y == 0)
return false;
foreach(Vector3 pos in allCubesPositions)
{
if (pos.x == targetPos.x && pos.y == targetPos.y && pos.z == targetPos.z)
return false;
}
return true;
}
public int x, y, z;
{
public CubePos(int x, int z, int z)
{
this.x = x;
this.y = y;
this.z = z;
}
public Vector3 getVector()
{
return new Vector3(x, y, z);
}
public void setVector(Vector3 pos)
{
x = Convert.ToInt32(pos.x);
y = Convert.ToInt32(pos.y);
z = Convert.ToInt32(pos.z);
}
}
struct CubePos
отделилось от определения.using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
public class GameController: MonoBehaviour {
public float cubeChangePlaceSpeed = 0.5f;
public Transform cubeToPlace;
private List<Vector3> allCubesPosition = new List {
new Vector3(0, 0, 0),
new Vector3(1, 0, 0),
new Vector3(-1, 0, 0),
new Vector3(0, 1, 0),
new Vector3(0, 0, 0),
new Vector3(-1, 0, -1),
new Vector3(1, 0, 1),
new Vector3(0, 0, -1),
new Vector3(1, 0, -1),
}
private void Start() {
StartCoroutine(ShowCubePlace());
}
IEnumerator ShowCubePlace() {
while (true) {
SpawnPosition();
yield return new WaitForSeconds(cubeChangePlaceSpwwd)
}
}
private void SpawnPosition() {
List position = new List();
if (IsPositionEmpty(new Vector3(nowCube.x + 1, nowCube.y, nowCube.z))) position.Add(new Vector3(nowCube.x + 1, nowCube.y, nowCube.z));
if (IsPositionEmpty(new Vector3(nowCube.x - 1, nowCube.y, nowCube.z))) position.Add(new Vector3(nowCube.x - 1, nowCube.y, nowCube.z));
if (IsPositionEmpty(new Vector3(nowCube.x, nowCube.y + 1, nowCube.z))) position.Add(new Vector3(nowCube.x, nowCube.y + 1, nowCube.z));
if (IsPositionEmpty(new Vector3(nowCube.x, nowCube.y - 1, nowCube.z))) position.Add(new Vector3(nowCube.x, nowCube.y - 1, nowCube.z));
if (IsPositionEmpty(new Vector3(nowCube.x, nowCube.y, nowCube.z + 1))) position.Add(new Vector3(nowCube.x, nowCube.y, nowCube.z + 1));
if (IsPositionEmpty(new Vector3(nowCube.x, nowCube.y, nowCube.z - 1))) position.Add(new Vector3(nowCube.x, nowCube.y, nowCube.z - 1));
cubeToPlace.position = position[UnityEngineRandom.Range(0, positions.Count)]
}
private bool IsPositionEmpty(Vector3 targetPos) {
if (targetPos.y == 0) return false;
foreach(Vector3 pos in allCubesPositions) {
if (pos.x == targetPos.x && pos.y == targetPos.y && pos.z == targetPos.z) return false;
}
return true;
}
}
// CubePos удалил, тк он не используется, и смысла в нём нет