Beispiel #1
0
        private void Awake()
        {
            _currentPositionOnGrid = new Vector2Int(5, 5);
            _moveTimerCurrent      = _moveTimerMax;
            _currentDirection      = Direction.Right;
            _movePositionList      = new List <MovePosition>();

            Signaler.Instance.Subscribe <EngageEnemySequenceFinish>(this, OnEngageEnemySequenceFinished);
            _isCaravanActive = true;
        }
Beispiel #2
0
        private void MoveForward()
        {
            MovePosition previousPositionOnGrid = null;

            if (_movePositionList.Count > 0)
            {
                previousPositionOnGrid = _movePositionList[0];
            }

            var movePosition = new MovePosition(previousPositionOnGrid, _currentPositionOnGrid, _currentDirection);

            _movePositionList.Insert(0, movePosition);

            var gridMoveDirectionVector = ProcessMoveStep();

            _currentPositionOnGrid += gridMoveDirectionVector;

            var directionChange = _levelGrid.ValidateGridPosition(_currentPositionOnGrid);

            if (directionChange != null)
            {
                RemoveCurrentHero();
                if (_heroInCaravans.Count <= 0)
                {
                    TriggerGameOver();
                    PauseCaravan();
                    return;
                }

                _currentPositionOnGrid -= gridMoveDirectionVector;
                _currentDirection       = (Direction)directionChange;
                var changeDirectionStep = ProcessMoveStep();

                _currentPositionOnGrid += changeDirectionStep;

                CollisionChecks();

                AppliedPositionAndRotation(changeDirectionStep);
            }
            else
            {
                CollisionChecks();

                AppliedPositionAndRotation(gridMoveDirectionVector);
            }

            UpdateCaravanMemberPosition();
        }
Beispiel #3
0
        private void ProcessMovementInput()
        {
            if (Input.GetKeyDown(KeyCode.LeftArrow) || Input.GetKeyDown(KeyCode.A))
            {
                if (_currentDirection == Direction.Up)
                {
                    _currentDirection = Direction.Left;
                }
                else if (_currentDirection == Direction.Down)
                {
                    _currentDirection = Direction.Right;
                }
                else if (_currentDirection == Direction.Left)
                {
                    _currentDirection = Direction.Down;
                }
                else if (_currentDirection == Direction.Right)
                {
                    _currentDirection = Direction.Up;
                }
            }

            if (Input.GetKeyDown(KeyCode.RightArrow) || Input.GetKeyDown(KeyCode.D))
            {
                if (_currentDirection == Direction.Down)
                {
                    _currentDirection = Direction.Left;
                }
                else if (_currentDirection == Direction.Up)
                {
                    _currentDirection = Direction.Right;
                }
                else if (_currentDirection == Direction.Right)
                {
                    _currentDirection = Direction.Down;
                }
                else if (_currentDirection == Direction.Left)
                {
                    _currentDirection = Direction.Up;
                }
            }
        }