Beispiel #1
0
 void SetupBlankBoard(int cols, int rows)
 {
     owner        = new int[cols, rows];
     tile_type    = new type[cols, rows];
     remaining    = new int[cols, rows];
     defense_type = new type[cols, rows];
     defense      = new int[cols, rows];
     tiles        = new tile[cols, rows];
     for (int x = 0; x != cols; ++x)
     {
         for (int y = 0; y != rows; ++y)
         {
             owner[x, y]        = -1;
             defense_type[x, y] = tile_type[x, y] = type.Empty;
             remaining[x, y]    = 0;
             defense[x, y]      = 0;
             tile nt = Instantiate <tile>(tilePrefab);
             //nt.GetComponent<Transform>().position = new Vector3((float)x, (float)y, 0f);
             nt.GetComponent <Transform>().position = new Vector3((float)x, (float)y + 10.0f + 10.0f * Random.value, 0f);
             nt.GetComponent <Rigidbody>().velocity = new Vector3(0f, -20.0f, 0f);
             nt.col      = x;
             nt.row      = y;
             nt.owner    = -1;
             tiles[x, y] = nt;
         }
     }
 }
Beispiel #2
0
    public void Move()
    {
        if (path.Count > 0)
        {
            tile    t      = path.Peek();
            Vector3 target = t.transform.position;
            target.y += halfHeight + t.GetComponent <Collider>().bounds.extents.y;
            if (Vector3.Distance(transform.position, target) >= 0.05f)
            {
                bool jump = transform.position.y != target.y;
                if (jump)
                {
                    Jump(target);
                }
                else
                {
                    CalculateHeading(target);
                    SetHorizontalVelocity();
                }
                transform.forward   = heading;
                transform.position += velocity * Time.deltaTime;
            }
            else
            {
                transform.position = target;
                path.Pop();
            }
        }

        else
        {
            RemoveSelectableTiles();
            moving = false;

            if (moving == false)
            {
                TurnManager.EndTurn();
            }
        }
    }
Beispiel #3
0
    void SetupBoard(int cols, int rows)
    {
        owner        = new int[cols, rows];
        tile_type    = new type[cols, rows];
        remaining    = new int[cols, rows];
        defense_type = new type[cols, rows];
        defense      = new int[cols, rows];
        tiles        = new tile[cols, rows];
        for (int x = 0; x != cols; ++x)
        {
            for (int y = 0; y != rows; ++y)
            {
                owner[x, y]        = -1;
                defense_type[x, y] = tile_type[x, y] = type.Empty;
                remaining[x, y]    = 0;
                defense[x, y]      = 0;
                tile nt = Instantiate <tile>(tilePrefab);
                //nt.GetComponent<Transform>().position = new Vector3((float)x, (float)y, 0f);
                nt.GetComponent <Transform>().position = new Vector3((float)x, (float)y + 10.0f + 10.0f * Random.value, 0f);
                nt.GetComponent <Rigidbody>().velocity = new Vector3(0f, -20.0f, 0f);
                nt.col       = x;
                nt.row       = y;
                nt.owner     = -1;
                tiles [x, y] = nt;
            }
        }

        for (int p = 0; p < 14; p++)
        {
            for (int q = 0; q < 10; q++)
            {
                if (Random.value < 0.1)
                {
                    tile_type[p, q] = type.Fire;
                }
                else if (Random.value < 0.2)
                {
                    tile_type[p, q] = type.Water;
                }
                else if (Random.value < 0.3)
                {
                    tile_type[p, q] = type.Earth;
                }
            }
        }


        owner[4, 2]     = 0;
        owner[4, 7]     = 1;
        owner[9, 7]     = 2;
        owner[9, 2]     = 3;
        tile_type[4, 2] = type.Empty;
        tile_type[4, 7] = type.Empty;
        tile_type[9, 7] = type.Empty;
        tile_type[9, 2] = type.Empty;
        tiles_owned[0]  = 1;
        tiles_owned[1]  = 1;
        tiles_owned[2]  = 1;
        tiles_owned[3]  = 1;
        for (int p = 0; p < 14; p++)
        {
            for (int q = 0; q < 10; q++)
            {
                if (tile_type[p, q] != type.Empty)
                {
                    remaining[p, q] = 10;
                }
            }
        }

        UpdateSelectableTiles();
    }