Beispiel #1
0
        /// <summary>
        /// Returns a region based on card info.
        /// </summary>
        private RectTransform SelectRegion(Card card)
        {
            DropRegion dropRegion = card.GetCardInfo().DropRegion;

            switch (dropRegion)
            {
            case DropRegion.WholeMap:
                return(null);

            case DropRegion.EnemyHalf:
                return(_enemyHalf);

            case DropRegion.EnemySpawn:
                return(_enemySpawn);

            case DropRegion.AllyHalf:
                return(_allyHalf);

            case DropRegion.AllySpawn:
                return(_allySpawn);

            default:
                return(null);
            }
        }
        /// <summary>
        /// Given the <see cref="DropRegion"/>, returns a node closest to given world position.
        /// </summary>
        public Vector2Int ScreenToNodePos(Vector3 position, bool isHost, DropRegion dropRegion)
        {
            switch (dropRegion)
            {
            case DropRegion.WholeMap:
                return(GetClosestNode_WholeMap(position));

            case DropRegion.EnemyHalf:
                return(GetClosestNode_HalfMap(position, !isHost));

            case DropRegion.EnemySpawn:
                return(GetClosestNode_Spawn(position, !isHost));

            case DropRegion.AllyHalf:
                return(GetClosestNode_HalfMap(position, isHost));

            case DropRegion.AllySpawn:
                return(GetClosestNode_Spawn(position, isHost));

            default:
                break;
            }

            Debug.LogError("Drop region " + dropRegion + " was not handled");
            return(new Vector2Int());
        }
Beispiel #3
0
        /// <summary>
        /// Invoked on every update when this object is visible.
        /// Sends a raycast to determine current poiner position on the battlefield.
        /// </summary>
        public virtual void UpdatePosition(DropRegion dropRegion, LayerMask mask)
        {
            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);

            if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, mask))
            {
                Vector2Int nodePosition = Scene02BattleController.Instance.ScreenToNodePos(hit.point, _isHost, dropRegion);
                Node       node         = Scene02BattleController.Instance.Nodes[nodePosition.x, nodePosition.y];
                transform.position = node.transform.position;
            }
        }
Beispiel #4
0
        /// <summary>
        /// Invoked on every update when this object is visible.
        /// Sends a raycast to determine current poiner position on the battlefield.
        /// </summary>
        public virtual void UpdatePosition(DropRegion dropRegion, LayerMask mask)
        {
            bool isHost = MatchCommunicationManager.Instance.IsHost;
            Ray  ray    = Camera.main.ScreenPointToRay(Input.mousePosition);

            if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, mask))
            {
                Vector2Int nodePosition = GameManager.Instance.ScreenToNodePos(hit.point, isHost, dropRegion);
                Node       node         = GameManager.Instance.Nodes[nodePosition.x, nodePosition.y];
                transform.position = node.transform.position;
            }
        }
 public static void setGameObjects(GameObject codeBox, GameObject questionTextBox, GameObject statusMessageBox, GameObject checkButton, GameObject yesButton, GameObject noButton, GameObject continueButton, DropRegion dropRegion, AudioSource correctSound, AudioSource incorrectSound)
 {
     Question.codeBox         = codeBox;
     Question.questionTextBox = questionTextBox;
     Question.statusText      = statusMessageBox;
     Question.checkButton     = checkButton;
     Question.yesButton       = yesButton;
     Question.noButton        = noButton;
     Question.continueButton  = continueButton;
     Question.dropRegion      = dropRegion;
     Question.correctSound    = correctSound;
     Question.incorrectSound  = incorrectSound;
 }