Beispiel #1
0
    public void RemoveMoveInteraction(MoveInteraction group)
    {
        if (group.GetPlacedObject())
        {
            foreach (Player p in group.players)
            {
                if (p != null)
                {
                    StartCoroutine(p.DelayIsAvailableTrue());
                }
                else
                {
                    Debug.LogWarning("Some Player on GroupInteraction Destroy was NULL");
                    //TODO handle null-player interactions
                }
            }
        }
        else
        {
            group.SetAllPlayersAvailable(true);
            group.ResetAllPlayersFriendCounters();
        }

        moveInteractionList.Remove(group);
        DestroyImmediate(group.gameObject);
    }
Beispiel #2
0
 //CHANGES STATES according to the number of Players, which are logged in
 public virtual void CheckPlayerNr()
 {
     //ROTATE Mode: 1 player
     if (playersActive == 1)
     {
         timeEntered = Time.time;
     }
     else
     {
         timeEntered = 360000f; //TODO find a way to check time correctly
     }
     //WAIT Mode: too little player
     if (playersActive > 0 && playersActive < max_PlayerNr)
     {
         Debug.Log("WAIT Mode activated");
         ChangeState(ElementState.WAIT);
     }
     //MOVE Mode: maximum player
     else if (playersActive == max_PlayerNr)
     {
         ChangeState(ElementState.MOVE);
         movInt = interactionManager.AddMoveInteraction(this, playerArray);
         Debug.Log("MOVE State activated");
     }
     //ACTIVE Mode: 0 player
     else if (playersActive == 0)
     {
         ChangeState(ElementState.ACTIVE);
     }
 }
Beispiel #3
0
    /**Updates the current interacting groups as soon as any player sends a triggerExit event with another player*/

    /*
     * public void GroupInteractionOnPlayerCollisionExit(Player player1, Player player2)
     * {
     *  GroupInteraction groupInteraction1 = FindPlayerInGroups(player1);
     *  if (groupInteraction1 != null)
     *  {
     *      GroupInteraction groupInteraction2 = FindPlayerInGroups(player2);
     *      if (groupInteraction2 != null)
     *      {
     *          //both players are in the same group, and it is a CREATING group
     *          if (groupInteraction1 == groupInteraction2 && groupInteraction1.GetComponent<CreateInteraction>())
     *          {
     *              //if player1 is still connected to the group
     *              if (player1.GetFriendCounter() > 1)
     *              {
     *                  //both players are still connected to the group
     *                  if (player2.GetFriendCounter() > 1)
     *                  {
     *                      //do nothing because the group is the same as before
     *                  }
     *                  //only player1 is connected, player2 is leaving
     *                  else
     *                  {
     *                      groupInteraction1.RemovePlayer(player2);
     *                  }
     *              }
     *              //only player2 is connected, player1 is leaving
     *              else if (player2.GetFriendCounter() > 1)
     *              {
     *                  groupInteraction2.RemovePlayer(player1);
     *              }
     *              //player1 and player2 are the two players left in the creating group
     *              else
     *              {
     *                  groupInteraction1.ResetAllPlayersFriendCounters();
     *                  groupInteraction1.SetAllPlayersAvailable(true);
     *                  RemoveCreateInteraction(groupInteraction1);
     *              }
     *          }
     *          //players are in different groups (e.g. 2 and 3 players walk over each others triggers)
     *          else
     *          {
     *              //TODO: handle this or do nothing
     *          }
     *      }
     *      //player1 is part of a "full" group. player2 is not in a group and leaves group from p1
     *      //else {//do nothing}
     *  }
     *  //player1 is not in a group and leaves from WHERE?? is this even possible?
     *  //else {//do nothing}
     * }
     */

    public void AddMoveInteraction(AbstractOpticalElement opticalElement, Player[] players)
    {
        Debug.Log("AddMoveInteraction");
        MoveInteraction newGroupInteraction = Instantiate(MIPrefab);

        newGroupInteraction.SetProperties(players, opticalElement);
        moveInteractionList.Add(newGroupInteraction);
    }
Beispiel #4
0
 public void ClearInteractions()
 {
     if (rotInt != null)
     {
         interactionManager.RemoveRotationInteraction(rotInt);
         rotInt = null;
     }
     if (movInt != null)
     {
         interactionManager.RemoveMoveInteraction(movInt);
         movInt = null;
     }
 }
Beispiel #5
0
    public void RemoveMoveInteraction(MoveInteraction group)
    {
        // reset place animation
        group.opticalElement.waitCircle.fillAmount = 0;

        moveInteractionList.Remove(group);

        bool placed = group.PlaceObject();

        if (placed)
        {
            group.StartCoroutine(group.DelayedDestroy());
        }
        else
        {
            Destroy(group);
        }
    }