Beispiel #1
0
        void Start()
        {
            gameCore     = GameObject.Find("GameCore").GetComponent <GameCore>();
            components   = GameObject.Find("GameComponents").GetComponent <GameComponents>();
            smoothCamera = GameObject.Find("MainCamera").GetComponent <SmoothCamera>();
            partyLeader  = GameObject.Find("PartyLeader").GetComponent <PartyLeader>();

            movementNodes = new NodeCollection();

            explorationUI = new ExplorationUI(gameCore.Party, partyLeader, smoothCamera, nodeSelection, pathPoints);

            Dictionary <ExplorationStates, IState <ExplorationScene> > states = new Dictionary <ExplorationStates, IState <ExplorationScene> >();

            states.Add(ExplorationStates.CALCULATE_PATH, new ExplorationCalculatePathState());
            states.Add(ExplorationStates.PREPARE_UI, new ExplorationPrepareUIState());
            states.Add(ExplorationStates.RUN_ACTION, new ExplorationRunActionState());
            states.Add(ExplorationStates.WAIT_FOR_UI_ACTION, new ExplorationWaitForUIActionState());
            StateMachine = new StateMachine <ExplorationScene, ExplorationStates>(this, states);
            StateMachine.Initialize(ExplorationStates.CALCULATE_PATH);
        }
Beispiel #2
0
        public ExplorationUI(Party party, IUnitObject partyLeader, SmoothCamera smoothCamera, GridSelection nodeSelection, PathPointCollection pathPoints)
        {
            this.party        = party;
            this.partyLeader  = partyLeader;
            this.smoothCamera = smoothCamera;

            movementNodes      = null;
            retraceNode        = null;
            this.nodeSelection = nodeSelection;
            this.pathPoints    = pathPoints;

            Dictionary <ExplorationUIStates, IState <ExplorationUI> > states = new Dictionary <ExplorationUIStates, IState <ExplorationUI> >();

            states.Add(ExplorationUIStates.HALT, new ExplorationUIHaltState());
            states.Add(ExplorationUIStates.WAIT_FOR_INPUT, new ExplorationUIWaitForInputState());
            states.Add(ExplorationUIStates.TRACE_PATH, new ExplorationUITracePathState());
            states.Add(ExplorationUIStates.WAIT_FOR_CONFIRM, new ExplorationUIWaitForConfirmState());
            states.Add(ExplorationUIStates.FIRE_MOVE_ACTION, new ExplorationUIFireMoveActionState());
            StateMachine = new StateMachine <ExplorationUI, ExplorationUIStates>(this, states);
            StateMachine.Initialize(ExplorationUIStates.HALT);
        }
Beispiel #3
0
 public void ApplyTransformToCamera(SmoothCamera smoothCamera)
 {
     smoothCamera.ApplyTransformTarget(transform);
 }