Commit 5e82b67d authored by Bošániová Monika's avatar Bošániová Monika
Browse files

bugs fixed

parent 3ab03fd4
Assets/Prefabs/Inkedtutorial_LI.jpg

308 KB | W: | H:

Assets/Prefabs/Inkedtutorial_LI.jpg

1.42 MB | W: | H:

Assets/Prefabs/Inkedtutorial_LI.jpg
Assets/Prefabs/Inkedtutorial_LI.jpg
Assets/Prefabs/Inkedtutorial_LI.jpg
Assets/Prefabs/Inkedtutorial_LI.jpg
  • 2-up
  • Swipe
  • Onion skin
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......
......@@ -4,7 +4,6 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
//UROBIT setters a getters!!!
public class Automate : MonoBehaviour
{
private static List<string> moveList = new List<string>() { };
......@@ -16,7 +15,6 @@ public class Automate : MonoBehaviour
public GameObject ClickableRotator;
public GameObject timeline;
public Text algorithmMessage;
public static int actualPosition = 0;
public static bool shuffleDone = false;
public static bool AutomatePlaying = false;
......@@ -25,7 +23,6 @@ public class Automate : MonoBehaviour
private Vector3 targetVector;
private float progressOfRotation;
private float speed = 300f;
private float angle = 0;
private string firstPhase = "Solve white face";
......@@ -84,7 +81,6 @@ public class Automate : MonoBehaviour
updateTimeline();
}
//do the move at the first index;
DoMove(actualMove);
}
......@@ -153,6 +149,7 @@ public class Automate : MonoBehaviour
public void Shuffle()
{
algorithmMessage.text = "";
List<string> moves = new List<string>();
int shuffleLength = UnityEngine.Random.Range(10, 30);
for (int i = 0; i < shuffleLength; i++)
......
......@@ -7,7 +7,7 @@ public class CameraController : MonoBehaviour
void Start()
{
//cameraOrbit.position = Vector3.zero;
}
void Update()
......
using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
......@@ -13,7 +14,6 @@ public class ColorButtons : MonoBehaviour
public Text errorTextOutput;
public Material actualMaterial;
private Colors beforeButtonColor;
private static bool colorsChanged = false;
private string errorMassage = "You can't recolor middle pieces!";
......@@ -66,7 +66,7 @@ public class ColorButtons : MonoBehaviour
public void SwitchEditMode(bool toEdit = false)
{
Text button = allButtons.transform.Find("Editation Button").Find("Text").GetComponent<Text>();
TMP_Text button = allButtons.transform.Find("Editation Button").Find("Text (TMP)").GetComponent<TMP_Text>();
if (button.text == "Rotation" || toEdit)
{
button.text = "Editation";
......
using System.Collections;
using System.Collections.Generic;
//using UnityEngine;
public enum Colors
{
......
......@@ -6,11 +6,6 @@ using UnityEngine.Events;
public class CubeGroup : MonoBehaviour
{
private string draggedSide = "";
private int[,,] cubesSubcubes = new int[3, 3, 3] {
{ { 16, 7, 25 }, { 15, 6, 24 }, { 17, 8, 26 } } ,
{ { 10, 1, 19 } , { 9, 0, 18 } , { 11, 2, 20 } } ,
{ { 13, 4, 22} , { 12, 3, 21} , {14, 5, 23 } } };
float ZPosition;
Vector3 Offset;
......
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class CubeMap : MonoBehaviour
{
CubeState cubeState;
private int numOfFaces;
private int numOfSquaresInRowMinusOne = 2;
List<Transform> sides;
//CubeMapMatrix cubeMapMatrix;
List<Face> cubeMapM;
public Transform up;
public Transform down;
public Transform left;
public Transform right;
public Transform front;
public Transform back;
public Material blue;
public Material green;
public Material red;
public Material orange;
public Material white;
public Material yellow;
// Start is called before the first frame update
void Start()
{
//cubeMapMatrix = new CubeMapMatrix();
//cubeMapMatrix.createMatrixAtStart();
//cubeMapM = cubeMapMatrix.getCubeMap();
setNumberOfFaces();
addSidesToList();
Set();
//print("Start 2D");
//Colors c = cubeMapMatrix.getOnlyOneSquare(0, 0, 0);
//print(c);
}
private void addSidesToList()
{
sides = new List<Transform>();
sides.Add(up);
sides.Add(left);
sides.Add(front);
sides.Add(right);
sides.Add(back);
sides.Add(down);
}
private void setNumberOfFaces()
{
//numOfFaces = cubeMapMatrix.getNumberOfFaces();
}
// Update is called once per frame
void Update()
{
}
public void Set()
{
cubeState = FindObjectOfType<CubeState>();
//UpdateMap(cubeState.front, front);
//UpdateMap(cubeState.back, back);
//UpdateMap(cubeState.left, left);
//UpdateMap(cubeState.right, right);
//UpdateMap(cubeState.up, up);
//UpdateMap(cubeState.down, down);
for (int i = 0; i < numOfFaces; i++)
{
//print("Som tu" + i);
UpdateMap(i,sides[i]);
}
}
void UpdateMap(int faceInCubeMap, Transform faceIn2DModel)
{
//print("Update!" + faceInCubeMap);
int i = 0;
int row = 0;
foreach(Transform square in faceIn2DModel)
{
//print(row);
Colors colorOfSquareInCubeMap = Colors.Blue;//cubeMapMatrix.getOnlyOneSquare(faceInCubeMap, row , i);
switch (colorOfSquareInCubeMap)
{
case Colors.Blue:
square.GetComponent<Image>().color = blue.color;
break;
case Colors.Green:
square.GetComponent<Image>().color = green.color;
break;
case Colors.Orange:
square.GetComponent<Image>().color = orange.color;
break;
case Colors.Red:
square.GetComponent<Image>().color = red.color;
break;
case Colors.White:
square.GetComponent<Image>().color = white.color;
break;
case Colors.Yellow:
square.GetComponent<Image>().color = yellow.color;
break;
};
//print(i + "i");
if (i % numOfSquaresInRowMinusOne == 0 && i != 0)
{
i = 0;
row++;
}
else
i++;
}
}
}
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using System.Collections;
using System.Collections.Generic;
public class CubeSolvable
{
private string moveString;
public CubeSolvable(string moveString)
{
this.moveString = moveString;
}
public bool isCubeSovable()
{