Ejemplo n.º 1
0
 private void OnTouchMove(Event e)
 {
     if (Map != null && e is TouchEvent)
     {
         var te = (TouchEvent)e;
         if (te != null && te.Touches != null)
         {
             if (te.Touches.Length == 1)
             {
                 Touch t = te.Touches[0];
                 LastMousePos.Set(t.ClientX, t.ClientY);
                 Map.OnMove(t.ClientX, t.ClientY);
             }
             else if (te.Touches.Length == 2)
             {
                 Touch  t1       = te.Touches[0];
                 Touch  t2       = te.Touches[1];
                 Vec2i  t1Pos    = new Vec2i(t1.ClientX, t1.ClientY);
                 Vec2i  t2Pos    = new Vec2i(t2.ClientX, t2.ClientY);
                 Vec2i  mid      = (t1Pos + t2Pos) / 2;
                 double distance = Vec2i.Distance(t1Pos, t2Pos);
                 double delta    = LastPinchGestureDistance - distance;
                 LastPinchGestureDistance = distance;
                 Map.ZoomMap(mid.x, mid.y, delta * -ZOOM_SPEED);
             }
             if (te.Touches.Length > 1)
             {
                 e.PreventDefault();
             }
         }
     }
 }
Ejemplo n.º 2
0
 private void OnTouchStart(Event e)
 {
     if (Map != null && e is TouchEvent)
     {
         var te = (TouchEvent)e;
         if (te != null && te.Touches != null)
         {
             if (te.Touches.Length == 1)
             {
                 Touch t = te.Touches[0];
                 LastMousePos.Set(t.ClientX, t.ClientY);
                 Map.OnPress(t.ClientX, t.ClientY);
             }
             else if (te.Touches.Length == 2)
             {
                 Touch  t1       = te.Touches[0];
                 Touch  t2       = te.Touches[1];
                 Vec2i  t1Pos    = new Vec2i(t1.ClientX, t1.ClientY);
                 Vec2i  t2Pos    = new Vec2i(t2.ClientX, t2.ClientY);
                 double distance = Vec2i.Distance(t1Pos, t2Pos);
                 LastPinchGestureDistance = distance;
             }
         }
     }
 }
Ejemplo n.º 3
0
        public void DistanceIsCorrectlyCalculatedFromTwoVectors(int ax, int ay, int bx, int by)
        {
            Vec2i  a        = new Vec2i(ax, ay);
            Vec2i  b        = new Vec2i(bx, by);
            double distance = Math.Sqrt(Math.Pow((double)(bx - ax), 2.0) + Math.Pow((double)(by - ay), 2.0));

            Assert.True(Vec2i.Distance(a, b) == distance && Vec2i.Distance(b, a) == distance);
        }
Ejemplo n.º 4
0
        public void NullVectorParameterInDistanceOperatorCausesException()
        {
            Vec2i a = new Vec2i(1, 2);

            Assert.Throws <ArgumentNullException>(() => Vec2i.Distance(a, null));
            Assert.Throws <ArgumentNullException>(() => Vec2i.Distance(null, a));
            Assert.Throws <ArgumentNullException>(() => Vec2i.Distance(null, null));
        }
Ejemplo n.º 5
0
    /// <summary>
    /// Generates a new path from the current position to the specified end
    /// </summary>
    /// <param name="end">The target destination for this entity group</param>
    public void GenerateNewPath(Vec2i end)
    {
        int pathDist = (int)end.Distance(CurrentChunk);

        CurrentPosition = CurrentChunk.AsVector2();

        /*if (pathDist < 32)
         *  Path = WorldEventManager.Instance.PathFinder.GeneratePath(CurrentChunk, end);
         * else*/
        Path = WorldEventManager.Instance.GeneratePath(CurrentChunk, end);

        EndChunk = end;

        CurrentPathIndex = 0;
    }
Ejemplo n.º 6
0
        /// <summary>
        /// Searches for a target player that is within range and is in the line of sight.
        /// </summary>
        public void TargetSearch()
        {
            Enemy searchee      = (Enemy)base.gameObject.GetComponent <Enemy>();
            bool  targetUpdated = false;

            if (searchee == null)
            {
                Debug.LogError("Aggro component needs an an enemy object.");
                return;
            }

            //If the enemy is close enough to the player, it saves the location it has seen the
            //player at and set the boolean that is has seen the player.
            Player player = Player.MainPlayer();

            if (player != null && Vec2i.Distance(player.transform.position, transform.position) < aggroRange)
            {
                if ((searchee is IXRayVision && ((IXRayVision)searchee).HasVision) || CheckLine(transform.position, player.transform.position))
                {
                    // OnAggro.
                    gameObject.SendMessage <IAggressive>("OnAggro", new object[] { player.gameObject });
                    //searchee.target = player.transform;
                    targetUpdated        = true;
                    seenTarget           = true;
                    secondsSinceLastSeen = 0;
                }
            }
            //If the enemy can't see the player but has seen the player before. It checks how long
            //since the last time it has seen the player. If it has been too long, it sets the boolean
            //to false.
            if (seenTarget && !targetUpdated)
            {
                secondsSinceLastSeen += ((float)Time.deltaMs / 1000.0f);
                if (secondsSinceLastSeen > secondsBeforeGivesUp)
                {
                    // OnDegggro
                    //searchee.target = null;
                    gameObject.SendMessage <IAggressive>("OnDeaggro");
                    seenTarget = false;
                }
            }
            return;
        }