Beispiel #1
0
        /// <Summary>
        /// Move position event process.
        /// </Summary>
        /// <param name="eventParts">Event parts data.</param>
        IEnumerator EventMovePosition(AriadneEventParts eventParts)
        {
            // Fade out
            fadeManager.FadeOut();
            var waitTime = new WaitForSeconds(fadeManager.fadeTime);

            yield return(waitTime);

            // Set new position
            if (eventParts.destDungeon == null)
            {
                Debug.LogError("Dest dungeon is not assigned to this EventData!");
                yield break;
            }
            if (eventParts.destMap == null)
            {
                Debug.LogError("Dest map is not assigned to this EventData!");
                yield break;
            }

            // Send dungeon data to DungeonSetting.
            moveDestDungeon = eventParts.destDungeon;
            SendDungeonData(gameController);

            PlayerPosition.currentDungeonId = eventParts.destDungeon.dungeonId;
            PlayerPosition.currentFloorId   = eventParts.destMap.floorId;
            PlayerPosition.playerPos        = eventParts.destPos;
            PlayerPosition.direction        = eventParts.direction;

            // Get new floor data
            DungeonSettings ds = gameController.GetComponent <DungeonSettings>();

            dungeonData  = ds.dungeonData;
            floorMapData = ds.GetCurrentFloorData();

            // Add traverse data
            TraverseManager.AddDungeonTraverseData(PlayerPosition.currentDungeonId, PlayerPosition.currentFloorId, floorMapData);
            PlayerPosition.SetTraverseData();
            yield return(waitTime);

            // Remove dungeon walls and redraw dungeon
            SendRedrawMessage(gameController);

            // Move camera
            SetCameraPos();
            float targetAngle = CurrentDirAngle();

            player.transform.eulerAngles = new Vector3(0, targetAngle, 0);
            SendSetNewMap();
            SendSetDirtyMsg();

            yield return(waitTime);

            // Fade in
            fadeManager.FadeIn();
            yield return(waitTime);

            OnPostEvent();
        }
        /// <Summary>
        /// Generates meshes of traversed position.
        /// If "isAutoMapping" is false, all hallways in the map are shown on the map.
        /// </Summary>
        void DrawMap(VertexHelper vh)
        {
            if (mapRt == null)
            {
                mapRt = gameObject.GetComponent <RectTransform>();
            }
            Vector3 centerPos = mapRt.transform.localPosition;

            float cellWidth    = mapRt.sizeDelta.x / (1 + showLengthHorizontal * 2);
            float cellHeight   = mapRt.sizeDelta.y / (1 + showLengthVertical * 2);
            float widthOffset  = cellWidth / 2;
            float heightOffset = cellHeight / 2;

            if (parentRt == null)
            {
                parentRt = GameObject.FindGameObjectWithTag("Map").GetComponent <RectTransform>();
            }

            Vector2 parentPos    = parentRt.transform.localPosition;
            float   parentWidth  = parentRt.sizeDelta.x;
            float   parentHeight = parentRt.sizeDelta.y;

            Rect r = mapRt.rect;

            r.x += parentPos.x + centerPos.x;
            r.y += parentPos.y + centerPos.y;
            SetClipRect(r, true);

            int signX = centerPos.x < 0 ? -1 : 1;
            int signY = centerPos.y < 0 ? -1 : 1;

            Vector2 unitSize = new Vector2(cellWidth, cellHeight);
            float   basePosX = parentWidth / 2 - signX * centerPos.x - widthOffset - posLerp.x * unitSize.x;
            float   basePosY = parentHeight / 2 - signY * centerPos.y - heightOffset - posLerp.y * unitSize.y;
            Vector2 basePos  = new Vector2(basePosX, basePosY);

            for (int yAxis = 0; yAxis < floorMapData.floorSizeVertical; yAxis++)
            {
                for (int xAxis = 0; xAxis < floorMapData.floorSizeHorizontal; xAxis++)
                {
                    int     index         = xAxis + yAxis * floorMapData.floorSizeHorizontal;
                    Vector3 basePosInLoop = new Vector3(basePos.x + unitSize.x * xAxis, basePos.y + unitSize.y * yAxis);

                    int        mapAttrId = MapAttributeDefine.WALL;
                    Vector2Int pos       = new Vector2Int(xAxis, yAxis);

                    if (isAutoMapping)
                    {
                        if (!TraverseManager.GetPositionTraverseData(dungeonData.dungeonId, floorMapData.floorId, pos))
                        {
                            continue;
                        }
                    }
                    mapAttrId = floorMapData.mapInfo[index].mapAttr;
                    PositionSet posSet = GetPositionSet(basePosInLoop, unitSize);
                    DrawMTraversedPos(vh, mapAttrId, posSet);
                }
            }
        }
Beispiel #3
0
        /// <Summary>
        /// Set the visible state of the icon according to traverse data.
        /// </Summary>
        /// <param name="axisPos">The position on the dungeon.</param>
        /// <param name="obj">The icon object.</param>
        void SetIconVisibleState(Vector2Int axisPos, GameObject obj)
        {
            bool isTraversed = TraverseManager.GetPositionTraverseData(dungeonData.dungeonId, floorMapData.floorId, axisPos);

            obj.GetComponent <Image>().enabled = isTraversed;
        }
Beispiel #4
0
 /// <Summary>
 /// Set traverse data of the event position.
 /// </Summary>
 /// <param name="eventPos">Position of the event.</param>
 void SetEventTraverse(Vector2Int eventPos)
 {
     // This position is validated in GetEventData method.
     TraverseManager.SetTraverseData(PlayerPosition.currentDungeonId, PlayerPosition.currentFloorId, eventPos, true);
     SendSetDirtyMsgImmediately();
 }
Beispiel #5
0
 /// <Summary>
 /// Set traverse data of the floor.
 /// </Summary>
 void SetTraverse()
 {
     TraverseManager.InitializeTraverseData();
     TraverseManager.AddDungeonTraverseData(dungeonData.dungeonId, floorMapData.floorId, floorMapData);
     PlayerPosition.SetTraverseData();
 }
Beispiel #6
0
 /// <Summary>
 /// Set traverse data.
 /// </Summary>
 public static void SetTraverseData()
 {
     TraverseManager.SetTraverseData(currentDungeonId, currentFloorId, playerPos, true);
 }