105 lines
3.1 KiB
C#
105 lines
3.1 KiB
C#
using UnityEngine;
|
|
using System.Collections.Generic;
|
|
|
|
public enum BlockColor { Red, Blue, Green }
|
|
public enum BlockShapeType { TShape, CShape }
|
|
|
|
public class PuzzleBlock : MonoBehaviour
|
|
{
|
|
[field: SerializeField] public BlockColor Color { get; private set; }
|
|
[field: SerializeField] public BlockShapeType ShapeType { get; private set; }
|
|
|
|
// 原点(0,0)を基準としたブロックのマス配置データ
|
|
public List<Vector2Int> LocalCells { get; private set; } = new List<Vector2Int>();
|
|
|
|
private PuzzleGridBoard currentBoard;
|
|
private bool isGrabbed = false;
|
|
|
|
private void Awake()
|
|
{
|
|
InitializeShapeCells();
|
|
}
|
|
|
|
private void InitializeShapeCells()
|
|
{
|
|
LocalCells.Clear();
|
|
|
|
if (ShapeType == BlockShapeType.TShape)
|
|
{
|
|
LocalCells.Add(new Vector2Int(0, 0));
|
|
LocalCells.Add(new Vector2Int(0, 1));
|
|
LocalCells.Add(new Vector2Int(0, 2));
|
|
LocalCells.Add(new Vector2Int(1, 1));
|
|
}
|
|
else if (ShapeType == BlockShapeType.CShape)
|
|
{
|
|
LocalCells.Add(new Vector2Int(0, 0));
|
|
LocalCells.Add(new Vector2Int(1, 0));
|
|
LocalCells.Add(new Vector2Int(0, 1));
|
|
LocalCells.Add(new Vector2Int(0, 2));
|
|
LocalCells.Add(new Vector2Int(1, 2));
|
|
}
|
|
}
|
|
|
|
public List<Vector2Int> GetRotatedCells()
|
|
{
|
|
List<Vector2Int> rotated = new List<Vector2Int>();
|
|
// 現在のY回転を90度単位に丸める (0, 1, 2, 3)
|
|
int steps = Mathf.RoundToInt(transform.eulerAngles.y / 90f) % 4;
|
|
if (steps < 0) steps += 4;
|
|
|
|
foreach (var cell in LocalCells)
|
|
{
|
|
Vector2Int c = cell;
|
|
for (int i = 0; i < steps; i++)
|
|
{
|
|
// 時計回りに90度回転: (x, y) -> (y, -x)
|
|
c = new Vector2Int(c.y, -c.x);
|
|
}
|
|
rotated.Add(c);
|
|
}
|
|
return rotated;
|
|
}
|
|
|
|
public void OnGrabbed()
|
|
{
|
|
isGrabbed = true;
|
|
if (currentBoard != null)
|
|
{
|
|
currentBoard.RemoveBlock(this);
|
|
currentBoard = null;
|
|
}
|
|
}
|
|
|
|
// PuzzleBlock.cs 内に以下を追加・修正
|
|
private PuzzleGridBoard overlappingBoard;
|
|
|
|
private void OnTriggerEnter(Collider other)
|
|
{
|
|
var board = other.GetComponentInParent<PuzzleGridBoard>();
|
|
if (board != null) overlappingBoard = board;
|
|
}
|
|
|
|
private void OnTriggerExit(Collider other)
|
|
{
|
|
var board = other.GetComponentInParent<PuzzleGridBoard>();
|
|
if (board == overlappingBoard) overlappingBoard = null;
|
|
}
|
|
|
|
// 引数なしで呼べるように変更
|
|
public void OnReleased()
|
|
{
|
|
isGrabbed = false;
|
|
|
|
// 1. 手の傾きを最も近い90度単位にスナップ補正
|
|
Vector3 currentEuler = transform.eulerAngles;
|
|
float snappedY = Mathf.Round(currentEuler.y / 90f) * 90f;
|
|
transform.rotation = Quaternion.Euler(0f, snappedY, 0f);
|
|
|
|
// 2. 近くにある盤面へのセットを試みる
|
|
if (overlappingBoard != null && overlappingBoard.TryPlaceBlock(this))
|
|
{
|
|
currentBoard = overlappingBoard;
|
|
}
|
|
}
|
|
} |