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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace BuildSystem {
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public static class LogicGridExtensions
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{
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public static void BindLeftAndThis(this Grid self, Grid left)
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{
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left.right = self;
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self.left = left;
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}
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public static void BindDownAndThis(this Grid self, Grid down)
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{
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down.up = self;
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self.down = down;
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}
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/// <summary>
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/// 判断是否可以放置,
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/// 首先判断是不是万能,
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/// 如果是再判断是否有车道,
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/// 如果是再判断车道是否相同
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/// </summary>
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/// <param name="self"></param>
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/// <param name="placeObject"></param>
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/// <returns></returns>
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public static bool IsCanPlace(this Grid self, PlaceObject placeObject) {
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bool isCanPlace = true;
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if (self.up!=null && isCanPlace) {
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isCanPlace = (self.up.isHaves[2] == IsHave.None) || ((self.up.isHaves[2] == placeObject.ishave[0]) && (self.up.type[2] == placeObject.type[0] || (self.up.isHaves[2] == IsHave.No && IsHave.No == placeObject.ishave[0])));
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}
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if (self.right != null && isCanPlace)
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{
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isCanPlace = (self.right.isHaves[3] == IsHave.None) || ((self.right.isHaves[3] == placeObject.ishave[1]) && (self.right.type[3] == placeObject.type[1] || (self.right.isHaves[3] == IsHave.No && IsHave.No == placeObject.ishave[1])));
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}
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if (self.down != null && isCanPlace)
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{
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isCanPlace = (self.down.isHaves[0] == IsHave.None) || ((self.down.isHaves[0] == placeObject.ishave[2]) && (self.down.type[0] == placeObject.type[2] || (self.down.isHaves[0] == IsHave.No && IsHave.No == placeObject.ishave[2])));
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}
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if (self.left != null && isCanPlace)
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{
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isCanPlace = (self.left.isHaves[1] == IsHave.None) || ((self.left.isHaves[1] == placeObject.ishave[3]) && (self.left.type[1] == placeObject.type[3] || (self.left.isHaves[1] == IsHave.No && IsHave.No == placeObject.ishave[3])));
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}
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return isCanPlace;
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}
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}
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}
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