Beispiel #1
0
    public static bool othergotoNewCell(GameObject newCell, int ida)
    {
        ClicCell c;

        if (ida == 1)
        {
            c = otherplayer1.Cells.GetComponent <ClicCell>();
        }
        else
        {
            c = otherplayer2.Cells.GetComponent <ClicCell>();
        }
        var c2 = newCell.GetComponent <ClicCell>();
        //Debug.Log("c : " + c);
        //Debug.Log("c2.crosable : " + c2.crosable);
        //Debug.Log("ida : " + ida);
        int dist = ClicCell.distanceCells(c, c2);

        //	Debug.Log("dist : " + dist);
        if (otherplayer1.curPM >= dist && ida == 1 && c2.crosable)
        {
            OtherPlayerControler.setTransform(otherplayer1, newCell, dist);
            reachGlobalUpdate(CellsTab);
            return(true);
        }
        if (otherplayer2.curPM >= dist && ida == 2 && c2.crosable)
        {
            OtherPlayerControler.setTransform(otherplayer2, newCell, dist);
            reachGlobalUpdate(CellsTab);
            return(true);
        }
        return(false);
    }
Beispiel #2
0
    public static int distanceCells(ClicCell cell1, ClicCell cell2)
    {
        int dist = 0;

        dist = Mathf.Abs(cell2.getX() - cell1.getX()) + Mathf.Abs(cell2.getY() - cell1.getY());

        return(dist);
    }
Beispiel #3
0
    public static bool canGotoNewCell(GameObject newCell)
    {
        if (Selected._curentCursorState == Selected.CursorState.MOVE)
        {
            var c  = player.Cells.GetComponent <ClicCell>();
            var c2 = newCell.GetComponent <ClicCell>();

            int dist = ClicCell.distanceCells(c, c2);

            if (player.curPM >= dist)
            {
                return(true);
            }
            else
            {
                return(false);
            }
        }
        else if (Selected._curentCursorState == Selected.CursorState.SHOOT)
        {
            var c  = player.Cells.GetComponent <ClicCell>();
            var c2 = newCell.GetComponent <ClicCell>();

            int dist = ClicCell.distanceCells(c, c2);

            if (player.CurWeapon.range >= dist)
            {
                return(true);
            }
            else
            {
                return(false);
            }
        }
        else
        {
            var c  = player.Cells.GetComponent <ClicCell>();
            var c2 = newCell.GetComponent <ClicCell>();

            int dist = ClicCell.distanceCells(c, c2);

            if (player.CurSpell.range >= dist)
            {
                return(true);
            }
            else
            {
                return(false);
            }
        }
    }
Beispiel #4
0
    public static void reachGlobalUpdate(GameObject[][] tab)
    {
        for (int i = 0; i < tab.Length; i++)
        {
            for (int j = 0; j < tab[i].Length; j++)
            {
                var tempcc = tab[i][j].GetComponent <ClicCell>();
                if (Selected._curentCursorState == Selected.CursorState.MOVE)
                {
                    //print (tempcc);
                    //print (player.curPM);
                    //print (player.Cells.GetComponent<ClicCell>());


                    if (player != null && player.Cells != null && ClicCell.distanceCells(tempcc, player.Cells.GetComponent <ClicCell>()) <= player.curPM)
                    {
                        tempcc.reachable = true;
                    }
                    else
                    {
                        tempcc.reachable = false;
                    }
                }
                else if (Selected._curentCursorState == Selected.CursorState.SHOOT)
                {
                    if (ClicCell.distanceCells(tempcc, player.Cells.GetComponent <ClicCell>()) <= player.CurWeapon.range)
                    {
                        tempcc.reachable = true;
                    }
                    else
                    {
                        tempcc.reachable = false;
                    }
                }
                else if (Selected._curentCursorState == Selected.CursorState.CAST)
                {
                    if (ClicCell.distanceCells(tempcc, player.Cells.GetComponent <ClicCell>()) <= player.CurSpell.range)
                    {
                        tempcc.reachable = true;
                    }
                    else
                    {
                        tempcc.reachable = false;
                    }
                }
                tempcc.askedUpdate = true;
            }
        }
    }
Beispiel #5
0
    public static void gotoNewCell(GameObject newCell)
    {
        var c  = player.Cells.GetComponent <ClicCell>();
        var c2 = newCell.GetComponent <ClicCell>();

        int dist = ClicCell.distanceCells(c, c2);

        if (player.curPM >= dist)
        {
            if (c2.reachable && !c2.playerOnIt)
            {
                playerControler.setTransform(player, newCell, dist);
                reachGlobalUpdate(CellsTab);
            }
        }
    }
Beispiel #6
0
    public static bool mechantEstARange(int ida)
    {
        ClicCell c;
        ClicCell c2;

        if (ida == 2)
        {
            c  = otherplayer1.Cells.GetComponent <ClicCell>();
            c2 = otherplayer2.Cells.GetComponent <ClicCell>();
        }
        else
        {
            c2 = otherplayer1.Cells.GetComponent <ClicCell>();
            c  = otherplayer2.Cells.GetComponent <ClicCell>();
        }
        int dist = ClicCell.distanceCells(c, c2);

        return(dist < otherplayer2.CurWeapon.range);
    }
Beispiel #7
0
 public bool canShoot(ClicCell c1, ClicCell c2)
 {
     return(ClicCell.distanceCells(c1, c2) <= Po);
 }