Beispiel #1
0
    // Update is called once per frame
    void Update()
    {
        if (stepIndex < step.Length && time + step[stepIndex].waitingTime <= Time.time)
        {
            step[stepIndex].line.TakeControl(step[stepIndex].player, step[stepIndex].color);

            foreach (TrianglePiece triangle in step[stepIndex].line.trianglePieces)
            {
                if (triangle == null)
                {
                    continue;
                }

                Queue <TrianglePiece> remainingTriangles = new Queue <TrianglePiece>();
                remainingTriangles.Enqueue(triangle);
                List <TrianglePiece> checkedTriangles = new List <TrianglePiece>();
                List <Line>          checkedLines     = new List <Line>();

                bool isBordered = true;
                while (remainingTriangles.Count > 0)
                {
                    TrianglePiece currentTriangle = remainingTriangles.Dequeue();
                    checkedTriangles.Add(currentTriangle);
                    foreach (Line line in currentTriangle.lines)
                    {
                        if (checkedLines.Contains(line))
                        {
                            continue;
                        }
                        if (line.IsOuterLine() && line.controllingPlayer != step[stepIndex].player)
                        {
                            isBordered = false;
                            break;
                        }
                        if (line.controllingPlayer == step[stepIndex].player)
                        {
                            checkedLines.Add(line);
                            continue;
                        }
                        else
                        {
                            foreach (TrianglePiece t in line.trianglePieces)
                            {
                                if (t == null || checkedTriangles.Contains(t) || remainingTriangles.Contains(t))
                                {
                                    continue;
                                }
                                else
                                {
                                    if (t.controllingPlayer == step[stepIndex].player || t.controllingPlayer < 0)
                                    {
                                        remainingTriangles.Enqueue(t);
                                    }
                                    else
                                    {
                                        isBordered = false;
                                        break;
                                    }
                                }
                            }
                        }
                        checkedLines.Add(line);
                    }
                }

                if (isBordered)
                {
                    foreach (TrianglePiece t in checkedTriangles)
                    {
                        t.TakeControl(step[stepIndex].player, step[stepIndex].color);
                    }

                    foreach (Line l in checkedLines)
                    {
                        l.TakeControl(step[stepIndex].player, step[stepIndex].color);
                    }
                }
            }
            time = Time.time;
            stepIndex++;
        }

        if (replayWaitingTime > 0 && time + replayWaitingTime <= Time.time)
        {
            Reset();
        }
    }
Beispiel #2
0
    public static void UpdateMode_MultipleTriangleWithoutOverride(Line updatedLine, Player player)
    {
        updatedLine.TakeControl(player);

        foreach (TrianglePiece triangle in updatedLine.trianglePieces)
        {
            if (triangle == null)
            {
                continue;
            }

            Queue <TrianglePiece> remainingTriangles = new Queue <TrianglePiece>();
            remainingTriangles.Enqueue(triangle);
            List <TrianglePiece> checkedTriangles = new List <TrianglePiece>();
            List <Line>          checkedLines     = new List <Line>();

            bool isBordered = true;
            while (remainingTriangles.Count > 0)
            {
                TrianglePiece currentTriangle = remainingTriangles.Dequeue();
                checkedTriangles.Add(currentTriangle);
                foreach (Line line in currentTriangle.lines)
                {
                    if (checkedLines.Contains(line))
                    {
                        continue;
                    }
                    if (line.IsOuterLine() && line.controllingPlayer != player.activePlayer)
                    {
                        isBordered = false;
                        break;
                    }
                    if (line.controllingPlayer == player.activePlayer)
                    {
                        checkedLines.Add(line);
                        continue;
                    }
                    else
                    {
                        foreach (TrianglePiece t in line.trianglePieces)
                        {
                            if (t == null || checkedTriangles.Contains(t) || remainingTriangles.Contains(t))
                            {
                                continue;
                            }
                            else
                            {
                                if (t.controllingPlayer == player.activePlayer || t.controllingPlayer < 0)
                                {
                                    remainingTriangles.Enqueue(t);
                                }
                                else
                                {
                                    isBordered = false;
                                    break;
                                }
                            }
                        }
                    }
                    checkedLines.Add(line);
                }
            }

            if (isBordered)
            {
                SetUpdateLinesAndTriangles(checkedLines, checkedTriangles, player);
                player.updateStartTime = Time.time;
            }
        }
        player.soundInterface.PlaySound("takeControl", 1);
        if (player.linesToUpdate.Count > 0 || player.trianglesToUpdate.Count > 0)
        {
            player.countDown.Stop();
        }
        else
        {
            SetActivePlayer((player.activePlayer + 1) % player.numberOfPlayers, player);
            player.countDown.ResetTime();
        }
    }
    public void BuildComplex()
    {
        TrianglePiece triangleUpward   = trianglePieceUp.GetComponent <TrianglePiece>();
        TrianglePiece triangleDownward = trianglePieceDown.GetComponent <TrianglePiece>();

        matrix = new TrianglePiece[(int)(spawnMask.texture.width * 4 * scale * resolution + 1), (int)(spawnMask.texture.height * 4 * scale * resolution) + 2];

        GameObject      triangleComplex = GameObject.Instantiate <GameObject>(parentObject);
        TriangleComplex tc = triangleComplex.GetComponent <TriangleComplex>();

        int lineId     = 0;
        int triangleId = 0;

        for (int i = 0; i < spawnMask.texture.height * scale * resolution * 2; i++)
        {
            if (i % 2 == 0)
            {
                for (int j = 0; j < spawnMask.texture.width * scale * resolution; j++)
                {
                    GameObject go = GameObject.Instantiate(trianglePieceUp);
                    go.transform.parent      = tc.triangleContainer.transform;
                    go.transform.localScale /= resolution;
                    if (i % 4 == 0)
                    {
                        go.transform.localPosition = new Vector3(j * triangleUpward.GetLength() / resolution, i * triangleUpward.GetHeight() / resolution / 2, 0);
                    }
                    else
                    {
                        go.transform.localPosition = new Vector3((j + 0.5f) * triangleUpward.GetLength() / resolution, i * triangleUpward.GetHeight() / resolution / 2, 0);
                    }

                    TrianglePiece goTriangle = go.GetComponent <TrianglePiece>();
                    tc.triangles.Add(goTriangle);
                    goTriangle.id = triangleId++;
                    foreach (Line line in goTriangle.lines)
                    {
                        line.id = lineId++;
                        line.transform.parent = tc.lineContainer.transform;
                        tc.lines.Add(line);
                        line.gameObject.SetActive(false);
                    }

                    if (i % 4 == 0)
                    {
                        matrix[j * 2, i / 2] = goTriangle;
                    }
                    else
                    {
                        matrix[j * 2 + 1, i / 2] = goTriangle;
                    }

                    Vector3 pos = go.transform.position;
                    goTriangle.center = new Vector3(pos.x, pos.y + triangleUpward.GetLength() / 4 / resolution, 0);

                    Vector3Int bounds   = new Vector3Int((int)Math.Round(goTriangle.center.x / 2 / scale), (int)Math.Round(goTriangle.center.y / 2 / scale), 0);
                    bool       inBounds = spawnMask.texture.GetPixel(bounds.x, bounds.y).a > 0.2f && bounds.x <= spawnMask.texture.width && bounds.y > 0 && bounds.y <= spawnMask.texture.height;

                    if (!inBounds)
                    {
                        go.SetActive(false);
                    }
                }
            }
            else
            {
                for (int j = 0; j < spawnMask.texture.width * scale * resolution; j++)
                {
                    GameObject go = GameObject.Instantiate(trianglePieceDown);
                    go.transform.parent      = tc.triangleContainer.transform;
                    go.transform.localScale /= resolution;
                    if (i % 4 == 1)
                    {
                        go.transform.localPosition = new Vector3((j + 0.5f) * triangleDownward.GetLength() / resolution, (i - 1 / 3f) * triangleDownward.GetHeight() / resolution / 2, 0);
                    }
                    else
                    {
                        go.transform.localPosition = new Vector3((j) * triangleDownward.GetLength() / resolution, (i - 1 / 3f) * triangleDownward.GetHeight() / resolution / 2, 0);
                    }

                    TrianglePiece goTriangle = go.GetComponent <TrianglePiece>();
                    tc.triangles.Add(goTriangle);
                    goTriangle.id = triangleId++;
                    foreach (Line line in goTriangle.lines)
                    {
                        line.id = lineId++;
                        line.transform.parent = tc.lineContainer.transform;
                        tc.lines.Add(line);
                        line.gameObject.SetActive(false);
                    }

                    if (i % 4 == 1)
                    {
                        matrix[j * 2 + 1, i / 2] = goTriangle;
                    }
                    else
                    {
                        matrix[j * 2, i / 2] = goTriangle;
                    }

                    Vector3 pos = go.transform.position;
                    goTriangle.center = new Vector3(pos.x, pos.y - triangleDownward.GetLength() / 4 / resolution, 0);

                    Vector3Int bounds   = new Vector3Int((int)Math.Round(goTriangle.center.x / 2 / scale), (int)Math.Round(goTriangle.center.y / 2 / scale), 0);
                    bool       inBounds = spawnMask.texture.GetPixel(bounds.x, bounds.y).a > 0.2f && bounds.x <= spawnMask.texture.width && bounds.y > 0 && bounds.y <= spawnMask.texture.height;

                    if (!inBounds)
                    {
                        go.SetActive(false);
                    }
                }
            }
        }

        for (int i = 0; i < matrix.GetLength(0); i++)
        {
            for (int j = 0; j < matrix.GetLength(1); j++)
            {
                if (matrix[i, j] != null)
                {
                    if (matrix[i, j].type == TriangleTyp.down)
                    {
                        if (i + i < matrix.GetLength(0) && matrix[i + 1, j] != null)
                        {
                            tc.lines.Remove(matrix[i + 1, j].lines[2]);
                            GameObject.DestroyImmediate(matrix[i + 1, j].lines[2].gameObject);
                            matrix[i + 1, j].lines[2] = matrix[i, j].lines[1];
                            matrix[i + 1, j].lines[2].trianglePieces[1] = matrix[i + 1, j];
                        }
                        if (j + i < matrix.GetLength(1) && matrix[i, j + 1] != null)
                        {
                            tc.lines.Remove(matrix[i, j + 1].lines[1]);
                            GameObject.DestroyImmediate(matrix[i, j + 1].lines[1].gameObject);
                            matrix[i, j + 1].lines[1] = matrix[i, j].lines[0];
                            matrix[i, j + 1].lines[1].trianglePieces[1] = matrix[i, j + 1];
                        }
                    }
                    if (matrix[i, j].type == TriangleTyp.up)
                    {
                        if (i + i < matrix.GetLength(0) && matrix[i + 1, j] != null)
                        {
                            tc.lines.Remove(matrix[i + 1, j].lines[2]);
                            GameObject.DestroyImmediate(matrix[i + 1, j].lines[2].gameObject);
                            matrix[i + 1, j].lines[2] = matrix[i, j].lines[0];
                            matrix[i + 1, j].lines[2].trianglePieces[1] = matrix[i + 1, j];
                        }
                    }
                }
            }
        }

        foreach (TrianglePiece triangle in tc.triangles)
        {
            if (triangle.gameObject.activeSelf)
            {
                foreach (Line line in triangle.lines)
                {
                    line.gameObject.SetActive(true);
                }
            }
        }
    }