Ejemplo n.º 1
0
    void Start()
    {
        // Singleton
        instance = this;

        // Set up initial state
        {
            ships = new List <FleetShip>();
            slots = new FleetShip[MaxShips];

            // Build the initial ships
            formation = Formation.Get(Formation.V, 0);
            const int defaultSize = 1;
            for (int i = 0; i < defaultSize; i++)
            {
                addShip();
            }

            // Start in default formation
            foreach (FleetShip ship in ships)
            {
                ship.gameObject.transform.localPosition = ship.target;
            }
            formCurrent();
        }
    }
Ejemplo n.º 2
0
    void formCurrent()
    {
        formation = Formation.Get(formation.type, ships.Count);

        for (int i = 0; i < ships.Count; i++)
        {
            setSlot(ships[i], (i + rotation) % ships.Count);
        }

        updateFiring();
    }
Ejemplo n.º 3
0
    void form(int newFormationType)
    {
        if (ships.Count == 0)
        {
            return;
        }

        if (newFormationType == formation.type)
        {
            rotation = (rotation + 1) % ships.Count;
        }

        formation = Formation.Get(newFormationType, ships.Count);
        formCurrent();
    }
Ejemplo n.º 4
0
    void addShip()
    {
        if (ships.Count < MaxShips)
        {
            // Create the ship
            GameObject shipObj = GameObject.Instantiate(shipPrefab);
            FleetShip  ship    = shipObj.GetComponent <FleetShip>();
            ship.fleet            = this;
            ship.name             = "Ship" + ships.Count;
            ship.transform.parent = transform;
            ships.Add(ship);

            // If there are any empty slots in the current formation, take the first one
            for (int i = 0; i < formation.slots.Length; i++)
            {
                if (slots[i] == null)
                {
                    setSlot(ship, i);
                    updateFiring();
                    return;
                }
            }

            // If no empty slot was found, choose a larger formation
            {
                formation = Formation.Get(formation.type, ships.Count);

                // Position the new ship
                setSlot(ship, formation.newSlot);

                // Re-position the old ships
                for (int i = 0; i < ships.Count - 1; i++)
                {
                    setSlot(ships[i], formation.slots[ships[i].slot].newIndex);
                }
            }

            updateFiring();
        }
    }