public void Cast()
    {
        oldterm      = proposal.readTerm();
        evalmode.val = true;
        onApply.Invoke();
        effectAudioEvent.Invoke(7); //Cast Spell Sound

        List <Term> args = Enumerable.Range(0, arity)
                           .Select(i => Term.Leaf(Sum <Combinator, Variable> .Inr((Variable)i))).ToList();

        proposal.Append(args);

        LayoutTracker arg_paren = variable_symbols_here.GetComponentInChildren <LayoutTracker>();


        List <Transform> ts = new List <Transform>();

        for (int i = 0; i < arg_paren.transform.childCount; i++)
        {
            ts.Add(arg_paren.transform.GetChild(i));
        }

        foreach (Transform variable in ts)
        {
            variable.GetComponent <LayoutTracker>().root = proposal.skeletonRoot;
            variable.SetParent(proposal.GetComponentInChildren <LayoutTracker>().transform, true);
        }

        term = proposal.readTerm();

        button.onClick.RemoveListener(Cast);
        button.onClick.AddListener(Step);
        button.GetComponent <Image>().sprite = stepSymbol;
        SkipButton.gameObject.SetActive(true);
        SkipBackButton.gameObject.SetActive(true);
        StepBackButton.gameObject.SetActive(true);
        StopButton.gameObject.SetActive(true);
        refreshButtons();
        LayoutRebuilder.MarkLayoutForRebuild(transform.parent.GetComponent <RectTransform>());

        if (target.goal.Equal(term))
        {
            Success.Invoke();
        }
        Debug.Log(arg_paren);
        Destroy(arg_paren);
        variable_symbols_here.gameObject.SetActive(false);
        foreach (var canvas in FindObjectsOfType <Canvas>())
        {
            LayoutRebuilder.MarkLayoutForRebuild(canvas.GetComponent <RectTransform>());
        }
    }
 // Update is called once per frame
 void Update()
 {
     if (Input.GetKey(k))
     {
         hook.Invoke();
     }
 }
Beispiel #3
0
 public void CheckSuccess()
 {
     print("checking");
     if (isFinished())
     {
         success.Invoke();
     }
 }
 private void SetSelectedUnit(Unit unit, bool forceEvent = false)
 {
     if (unit != selectedUnit || forceEvent)
     {
         selectedUnit = unit;
         OnSelectedUnitChanged.Invoke(selectedUnit);
     }
 }
Beispiel #5
0
 /*
  * decreases the Unit's HP by dmg. Destroys the unit if HP <= 0
  */
 public void TakeDamage(float dmg)
 {
     HP -= dmg;
     if (HP <= 0)
     {
         unitDead.Invoke(this);
         Instantiate(Explosion, transform.position, transform.rotation);
         Destroy(gameObject);
     }
 }
Beispiel #6
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 public void AcknowledgeUnitDied(string id)
 {
     units.TryGetValue(id, out Core.Unit unit);
     if (unit == null)
     {
         return;
     }
     OnUnitDies.Invoke(unit);
     units.Remove(unit.ID);
 }
Beispiel #7
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    // Update is called once per frame
    void Update()
    {
        //Transforms the text upward in the UI
        rect.transform.position += transform.up * textObject.scrollSpeed * Time.deltaTime;

        //Goes over a certain position
        if (rect.transform.position.y > 125)
        {
            goesOverBounds.Invoke();
        }
    }
    private void TryFindAttackTarget( )
    {
        Unit newOponent = UnitsManager.Instance.FindOpponent(side, Center, attackRange);

        // No current target
        if (!currentOpponent)
        {
            // We lost target
            if (inAttackRange)
            {
                if (CheatAndDebug.Instance.ShowDebugInfo)
                {
                    Debug.Log($"{name} lost friendly target");
                }

                onEnemyInRange.Invoke(null);
                inAttackRange = false;
            }

            // New target found
            if (newOponent)
            {
                onEnemyInRange.Invoke(newOponent);
                inAttackRange = true;

                if (!nonMovable)
                {
                    animator.SetTrigger("Idle");
                }

                return;
            }

            if (!nonMovable)
            {
                animator.SetTrigger("Moving");
            }

            return;
        }
    }
Beispiel #9
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 public void Invoke()
 {
     if (!toggle)
     {
         start.Invoke();
     }
     else
     {
         stop.Invoke();
     }
     toggle = !toggle;
 }
Beispiel #10
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    IEnumerator run()
    {
        yield return(new WaitUntil(() =>
                                   Input.GetKeyDown(KeyCode.LeftArrow) || Input.GetKeyDown(KeyCode.RightArrow)));

        KeyCode nextKey = Input.GetKeyDown(KeyCode.LeftArrow) ? KeyCode.RightArrow : KeyCode.LeftArrow;

        while (gameObject.activeInHierarchy)
        {
            run_forward.Invoke();
            yield return(new WaitUntil(() => Input.GetKeyDown(nextKey)));

            nextKey = nextKey == KeyCode.LeftArrow ? KeyCode.RightArrow : KeyCode.LeftArrow;
        }
    }
Beispiel #11
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    public void UnCast()
    {
        evalmode.val = false;
        variable_symbols_here.gameObject.SetActive(true);
        onUnapply.Invoke();
        button.onClick.RemoveListener(Step);
        button.onClick.AddListener(Cast);
        button.image.sprite  = castSymbol;
        button.image.enabled = true;

        SkipButton.gameObject.SetActive(false);
        SkipBackButton.gameObject.SetActive(false);
        StepBackButton.gameObject.SetActive(false);
        StopButton.gameObject.SetActive(false);
        LayoutRebuilder.MarkLayoutForRebuild(transform.parent.GetComponent <RectTransform>());
    }
Beispiel #12
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 private void OnDestroy()
 {
     OnDestroyEvent.Invoke(this);
     OnTargetChangedEvent.RemoveAllListeners();
     OnDestroyEvent.RemoveAllListeners();
 }
    IEnumerator ReadDialogue()
    {
        yield return(null);

        currentFrame.val.Enter();

        dialogueIn.Invoke();
        print($"entering current frame: {currentFrame.val}");
        string temp_string;

        screens.SetActive(true);
        yield return(null);

        foreach (line_of_dialogue line in currentFrame.val.lines)
        {
            if (Score.val <= line.lowestScoreAllowed && line.lowestScoreAllowed != 0)
            {
                continue;
            }
            if (Score.val >= line.highestScoreAllowed && line.highestScoreAllowed != 0)
            {
                continue;
            }
            background.sprite = line.bg;
            if (characterAnimator != null)
            {
                characterAnimator.SetTrigger(line.animationTrigger);
            }

            Color tempColor;
            switch (line.speaker)
            {
            case Character.date:
                tempColor = dateColor;
                break;

            case Character.dog:
                tempColor = dogColor;
                break;

            case Character.player:
                tempColor = playerColor;
                break;

            default:
                tempColor = Color.clear;
                break;
            }
            yield return(StartCoroutine(readText(line.line, tempColor, line.speaker, line.voiceLine, nop(), line.bg != blank)));
        }
        currentFrame.val.Exit();

        if (!currentFrame.val.noBoard)
        {
            beginListening();
        }
        else      //no board
        {
            if (currentFrame.val.visible_choices.Count == 1)
            {
                changeFrame(0);
            }
            else
            {
                if (Score.val >= 2)
                {
                    StartCoroutine(blackhole_spewer(true, () => changeFrame(0)));
                }
                else
                {
                    StartCoroutine(blackhole_spewer(false, () => changeFrame(1)));
                }
            }
        }
    }
Beispiel #14
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 internal void Die()
 {
     Debug.Log(Name + " is slain!");
     DeathEvent.Invoke(this);
     Destroy(this.gameObject);
 }
Beispiel #15
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 public void AddUnit(Core.Unit unit)
 {
     Debug.Log($"Spawned: {unit.ID}");
     units.Add(unit.ID, unit);
     OnUnitAdd.Invoke(unit);
 }
Beispiel #16
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 public void TileUnitCheck(IUnit unit)
 {
     CheckUnitTiles?.Invoke(unit);
 }
        void Update()
        {
            //sort out mouseover stuff
            MouseoverPoint = Dungeon.WorldToCell(Camera.main.ScreenToWorldPoint(Input.mousePosition));
            if (MouseoverPoint != PreviousMouseoverPoint)
            {
                MouseoverChangedEvent.Invoke(MouseoverPoint);
                PreviousMouseoverPoint = MouseoverPoint;
                foreach (var unit in AllUnits)
                {
                    unit.DisableUI();
                }
                var unitUnderMouse        = AllUnits.Find(u => u.transform.position == MouseoverPoint);
                var dungeonTileUnderMouse = (DungeonTile)Dungeon.GetTile(MouseoverPoint);
                if (unitUnderMouse != null)
                {
                    unitUnderMouse.EnableUI();
                }

                var dangerzoneUnderMouse = AllDangerzones.Where(d => d.transform.position == MouseoverPoint)
                                           .Select(d => d.GetComponent <DangerzoneController>()).ToList();
                dangerzoneUnderMouse.AddRange(
                    summoningCircles.Where(s => s.transform.position == MouseoverPoint).
                    Select(s => s.GetComponent <DangerzoneController>()));
                UI.ShowMouseOverInfo(dungeonTileUnderMouse, unitUnderMouse, dangerzoneUnderMouse);
            }

            if (!blockInputs)
            {
                //hot keyboard shortcuts
                if (Input.GetKeyDown(KeyCode.Escape))
                {
                    TurnFSM.SetTrigger(GameStateTransitions.Deselect);
                }
                else if (Input.GetKeyDown(KeyCode.Alpha1))
                {
                    if (UnitClicked != null && UnitClicked.MyLoadout.Abilities.Length > 0)
                    {
                        AbilityButtonClick(0);
                    }
                }
                else if (Input.GetKeyDown(KeyCode.Alpha2))
                {
                    if (UnitClicked != null && UnitClicked.MyLoadout.Abilities.Length > 1)
                    {
                        AbilityButtonClick(1);
                    }
                }
                else if (Input.GetKeyDown(KeyCode.Alpha3))
                {
                    if (UnitClicked != null && UnitClicked.MyLoadout.Abilities.Length > 2)
                    {
                        AbilityButtonClick(2);
                    }
                }

                if (Input.GetMouseButtonDown(1) || Input.GetKeyDown(KeyCode.Escape))
                {
                    TriggerTransition(GameStateTransitions.Deselect);
                }
                if (Input.GetMouseButtonDown(0))
                {
                    RaycastHit2D[] hits = Physics2D.RaycastAll(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero);
                    foreach (var hit in hits)
                    {
                        if (hit.collider != null)
                        {
                            if (hit.collider.CompareTag("Unit"))
                            {
                                UnitClickedEvent.Invoke(hit.collider.GetComponent <UnitController>());
                            }
                            else if (hit.collider.CompareTag("UIHighlights"))
                            {
                                var destination = Dungeon.WorldToCell(hit.point);
                                //TODO: don't hardcode to first ability
                                UIHighlightClickedEvent.Invoke(destination);
                            }
                        }
                    }
                }
            }
        }