Beispiel #1
0
        protected void findTargetObject(char c)
        {
            if (lastChar != c || !lastCharValid)
            {
                lastChar      = c;
                lastCharValid = true;
                targets.Clear();
                this.World.FindTargetsFor(c, targets);
            }
            double            minDist = double.MaxValue;
            InteractiveObject closer  = null;

            foreach (InteractiveObject o in targets)
            {
                double d = o.DistanceTo(this.camera.Origin + this.camera.Direction.Normalized.Scaled(50));
                if (o.HasActionFor(c) && d < minDist)
                {
                    minDist = d;
                    closer  = o;
                }
            }
            if (minDist <= 130)
            {
                closer.Act(c);
            }
        }
Beispiel #2
0
    // Update is called once per frame
    void Update()
    {
        float horizontalMovement = 0;

        if (canMove && !cursorManager.isUsingUIObject)
        {
            horizontalMovement = Input.GetAxis("Horizontal") * speed * Time.deltaTime;
        }

        if (Input.GetMouseButtonDown(0) && !cursorManager.isHoveringUI)
        {
            if (chatManager.IsActive())
            {
                chatManager.Next();
            }
            else
            {
                nextTarget = cursorManager.GetCurrentTarget();
                if (cursorManager.isUsingUIObject)
                {
                    if (cursorManager.isValidItemUsage)
                    {
                        walkingToTarget = false;
                    }
                    else
                    {
                        cursorManager.isUsingUIObject = false;
                        cursorManager.ResetCursor();
                        Say(new string[] { "That's not gonna work." });
                    }
                }
                else
                {
                    if (nextTarget == null)
                    {
                        nextMovePositionX = Camera.main.ScreenToWorldPoint(Input.mousePosition).x;
                        walkingToTarget   = true;
                    }
                    else
                    {
                        walkingToTarget = false;
                    }
                }
            }
        }

        if (Math.Abs(horizontalMovement) > 0)
        {
            // clear target and give control back as user is using keyboard
            walkingToTarget = false;
            nextTarget      = null;
        }

        if (walkingToTarget && Math.Abs(nextMovePositionX - transform.position.x) > threshold)
        {
            horizontalMovement = speed * Time.deltaTime *
                                 (nextMovePositionX < transform.position.x ? -1 : 1);
        }
        else if (nextTarget != null)
        {
            InteractiveObject actor        = nextTarget;
            float             distToTarget = Math.Abs(nextTarget.transform.position.x - transform.position.x);
            if (((actor.canInspect || actor.canUse || actor.canEnter) && distToTarget > threshold) ||
                (actor.canTalk && distToTarget > 1.5))
            {
                horizontalMovement = speed * Time.deltaTime *
                                     (nextTarget.transform.position.x < transform.position.x ? -1 : 1);
            }
            else
            {
                // we reached the target, time to act upon it
                nextTarget = null;
                actor.Act();
                if (actor.canInspect || actor.canUse)
                {
                    SetSprite(faceUp);
                }
            }
        }

        if (horizontalMovement == 0 && state != State.Whistling && state != State.Idle)
        {
            state       = State.Idle;
            idleCounter = 0;
        }
        else if (horizontalMovement < 0 && state != State.WalkingLeft)
        {
            state              = State.WalkingLeft;
            animCounter        = 0;
            currentSpriteIndex = 0;
        }
        else if (horizontalMovement > 0 && state != State.WalkingRight)
        {
            state              = State.WalkingRight;
            animCounter        = 0;
            currentSpriteIndex = 0;
        }

        if (Math.Abs(horizontalMovement) > 0 && !chatManager.IsActive())
        {
            transform.Translate(horizontalMovement, 0, 0);
            bool isStopped = false;
            if (horizontalMovement < 0 && transform.position.x < leftBound.position.x + leftBound.localScale.x)
            {
                transform.position = new Vector3(leftBound.position.x + leftBound.localScale.x,
                                                 transform.position.y, transform.position.z);
                isStopped = true;
            }
            if (horizontalMovement > 0 && transform.localPosition.x > rightBound.localPosition.x)
            {
                transform.position = new Vector3(rightBound.position.x, transform.position.y, transform.position.z);
                isStopped          = true;
            }
            if (isStopped)
            {
                walkingToTarget = false;
            }
        }

        if (chatManager.IsActive())
        {
        }
        else
        {
            // set correct sprite
            if (state == State.Idle)
            {
                SetSprite(idle);
                idleCounter += Time.deltaTime;
                if (idleCounter > idleMaxTime)
                {
                    state = State.Whistling;
                    SetSprite(whistle[0]);
                    currentSpriteIndex = 0;
                    animCounter        = 0;
                }
            }
            else
            {
                Sprite[] spriteArray;
                if (state == State.WalkingLeft)
                {
                    spriteArray = walkLeft;
                }
                else if (state == State.WalkingRight)
                {
                    spriteArray = walkRight;
                }
                else
                {
                    spriteArray = whistle;
                }
                if (animCounter > animSpeed || animCounter == 0)
                {
                    animCounter        = 0;
                    currentSpriteIndex = (currentSpriteIndex + 1) % 2;
                    SetSprite(spriteArray[currentSpriteIndex]);
                }
                animCounter += Time.deltaTime;
            }
        }
    }