Beispiel #1
0
    void Update()
    {
        if (state == State.Loading)
        {
            if (RhymeScorer.main.GetIsReady())
            {
                state = State.Moving;
                levelSpawner.Spawn();
                player.transform.position = levelSpawner.GetPlayerStart();
                inventoryDisplay.gameObject.SetActive(true);
            }
        }
        else if (state == State.Moving)
        {
            UpdateHealth();
            UpdateInventory();

            if (Input.GetKeyDown(KeyCode.Return))
            {
                EnterTypingMode();
            }
        }
        else if (state == State.Typing)
        {
            UpdateHealth();
            UpdateInventory();

            foreach (char c in Input.inputString)
            {
                // Backspace - Remove the last character
                if (c == '\b')
                {
                    if (rawAttack.Length > 0)
                    {
                        // refund
                        inventory[rawAttack[rawAttack.Length - 1]]++;

                        rawAttack = rawAttack.Substring(0, rawAttack.Length - 1);
                    }
                }
                else if ((c >= "a"[0] && c <= "z"[0]) ||
                         (c >= "A"[0] && c <= "Z"[0]) ||
                         c == " "[0])
                {
                    char lc = System.Char.ToLower(c);
                    if (IsLimitedLetter(lc))
                    {
                        if (inventory[lc] > 0)
                        {
                            rawAttack += lc;
                            inventory[lc]--;
                        }
                        else
                        {
                            Debug.Log("out of letter " + c);
                        }
                    }
                    else
                    {
                        rawAttack += lc;
                    }
                }
            }

            if (Input.GetKeyDown(KeyCode.Return))
            {
                ExitTypingMode(RhymeScorer.main.IsValidAnswer(rawAttack));
            }
            else if (Input.GetKeyDown(KeyCode.Escape))
            {
                ExitTypingMode(false);
            }
            else
            {
                typeModeText.text = "[" + rawAttack + "]";

                if (rawAttack.Length == 0)
                {
                    typeModeText.color     = Color.white;
                    typeModeText.text      = "type!";
                    typeModeFeedback.text  = "";
                    typeModeFeedback.color = Color.white;
                }
                else if (RhymeScorer.main.IsValidAnswer(rawAttack))
                {
                    // gather enemies within radius
                    // highlight them if their word rhymes with this one
                    HashSet <Attackable> targets = player.GetVisibility().GetActiveTargets();
                    bool canAttackAny            = false;
                    foreach (Attackable target in targets)
                    {
                        if (target == null)
                        {
                            continue;
                        }

                        if (CanAttackTarget(target))
                        {
                            canAttackAny = true;
                            target.OnIsInDanger();
                            ShowLine(target);
                        }
                        else
                        {
                            target.OnIsNotInDanger();
                        }
                    }

                    if (canAttackAny)
                    {
                        typeModeText.color     = Color.red;
                        typeModeFeedback.text  = "enter to attack!";
                        typeModeFeedback.color = Color.red;
                    }
                    else
                    {
                        typeModeText.color     = Color.white;
                        typeModeFeedback.text  = "no rhyming targets";
                        typeModeFeedback.color = Color.white;
                    }
                }
                else
                {
                    typeModeText.color     = Color.white;
                    typeModeFeedback.text  = "not a word";
                    typeModeFeedback.color = Color.white;
                }
            }
        }
    }