Beispiel #1
0
        public void OnLevelSelected(World.Level level, int step)
        {
            if (_game._currentLevelIndex == 0)
            {
                _previous.gameObject.SetActive(false);
            }
            else
            {
                _previous.gameObject.SetActive(true);
            }

            if (_game._currentLevelIndex == _game._levels.Length - 1)
            {
                _next.gameObject.SetActive(false);
            }
            else
            {
                _next.gameObject.SetActive(true);
            }

            if (step < 0)
            {
                StartCoroutine(PunchScale(true));
            }
            else if (step > 0)
            {
                StartCoroutine(PunchScale(false));
            }

            if (_game._selectedLevel != null)
            {
                _levelName.text = _game._selectedLevel.Name;
            }

            // TODO upd num of players ??
            //foreach (var display in _playerDisplays)
            //{
            //    display.TryChangeState(Player.State.Disabled);
            //}
        }
Beispiel #2
0
        /// <summary>
        /// Gracefully-failing vault build for use by console commands.
        /// </summary>
        /// <param name="position">Lower-left corner.</param>
        /// <param name="rotation">Rotation in degrees.</param>
        /// <returns>True if vault build was successful.</returns>
        public static bool TryBuild(
            string id,
            World.Level level,
            Vector2Int position,
            float rotation)
        {
            if (!Assets.Vaults.TryGetValue(id, out Vault vault))
            {
                return(false);
            }

            vault.Initialize();

            if (!level.Contains(position + vault.Size))
            {
                return(false);
            }

            for (int x = position.x; x < vault.Size.x + position.x; x++)
            {
                for (int y = position.y; y < vault.Size.y + position.y; y++)
                {
                    TerrainDefinition terrain = vault.GetTerrain(
                        x - position.x, y - position.y);
                    if (terrain != null)
                    {
                        Vector2Int rot = new Vector2Int(
                            x - position.x,
                            y - position.y).Rotate(rotation);
                        if (level.TryGetCell(rot + position, out World.Cell cell))
                        {
                            cell.Terrain = terrain;
                        }
                    }
                }
            }

            return(true);
        }
Beispiel #3
0
        /// <summary>
        /// Safe vault building function for internal use.
        /// </summary>
        /// <param name="position">Lower-left corner.</param>
        /// <param name="rotation">Rotation in degrees.</param>
        /// <returns>The vault definition so its flags can be consumed.</returns>
        public static Vault Build(
            string id,
            World.Level level,
            Vector2Int position,
            float rotation)
        {
            if (!Assets.Vaults.TryGetValue(id, out Vault vault))
            {
                throw new ArgumentException($"Vault {id} not found.");
            }

            vault.Initialize();

            //if (!level.Contains(position + vault.Size))
            //    throw new ArgumentException
            //        ("Position too close to level bounds.");

            for (int x = position.x; x < vault.Size.x + position.x; x++)
            {
                for (int y = position.y; y < vault.Size.y + position.y; y++)
                {
                    TerrainDefinition terrain = vault.GetTerrain(
                        x - position.x, y - position.y);
                    if (terrain != null)
                    {
                        Vector2Int rot = new Vector2Int(
                            x - position.x,
                            y - position.y).Rotate(rotation);
                        if (level.TryGetCell(rot + position, out World.Cell cell))
                        {
                            cell.Terrain = terrain;
                        }
                    }
                }
            }

            return(vault);
        }