Beispiel #1
0
    void Update()
    {
        //Place a face. <AL>
        if (Input.GetKeyDown(KeyCode.Return))
        {
            pos   = cam.GetState();
            floor = cam.GetFloor();

            ToBePlaced = TowerFaces[Random.Range(1, 4)];
            ToBePlaced.gameObject.transform.localScale = new Vector3(2.5f, 2.65f, 1f);

            //Face placing per side per floor. <AL>
            if (pos == 2)
            {
                if (FacesPlaced[pos, floor] == 0)
                {
                    Instantiate(ToBePlaced, new Vector3(11f, (-4.3f + 4.1f * floor * 2f), -10f), Quaternion.Euler(0, 90, 0));
                    FacesPlaced[pos, floor]++;
                }
            }
            else if (pos == 4)
            {
                if (FacesPlaced[pos, floor] == 0)
                {
                    Instantiate(ToBePlaced, new Vector3(10f, (-4.3f + 4.1f * floor * 2f), 11f), Quaternion.Euler(0, 0, 0));
                    FacesPlaced[pos, floor]++;
                }
            }
            else if (pos == 6)
            {
                if (FacesPlaced[pos, floor] == 0)
                {
                    Instantiate(ToBePlaced, new Vector3(-11f, (-4.3f + 4.1f * floor * 2f), 10f), Quaternion.Euler(0, 270, 0));
                    FacesPlaced[pos, floor]++;
                }
            }
            else if (pos == 8)
            {
                if (FacesPlaced[pos, floor] == 0 && floor != 0)
                {
                    Instantiate(ToBePlaced, new Vector3(-10f, (-4.3f + 4.1f * floor * 2f), -11f), Quaternion.Euler(0, 180, 0));
                    FacesPlaced[pos, floor]++;
                }
            }
        }

        if (Input.GetKeyDown(KeyCode.L))
        {
            //For debugging. Shows me position, floor, and array data in console. Remove when unneeded. <AL>
            pos   = cam.GetState();
            floor = cam.GetFloor();
            print("Pos: " + pos + "," + "Floor: " + floor + ", Array: " + FacesPlaced[pos, floor]);
        }
    }
Beispiel #2
0
 private void Start()
 {
     bottomPlayer = GameObject.Find("Player 1").GetComponent <CameraOneRotator>();
     topPlayer    = GameObject.Find("Player 2 Camera").GetComponent <CameraTwoRotator>();
     floor        = topPlayer.GetFloor();
     face         = topPlayer.GetState();
 }
    private void GetTopPlayerPosition()
    {
        int   floor    = camTwo.GetFloor();
        float position = 1 - (((float)numberOfFloors.NumFloors - (float)floor) / (float)numberOfFloors.NumFloors);

        topPlayerImage.rectTransform.anchoredPosition = new Vector3(topPlayerImage.rectTransform.anchoredPosition.x,
                                                                    highestMinimapPoint * position - (highestMinimapPoint / numberOfFloors.NumFloors),
                                                                    0);

        topText.text = "TOP: " + floor;
    }