Example #1
0
        /// <summary>
        /// Update the state
        /// </summary>
        public override void Update()
        {
            // Are we trying to move?
            Vector2 direction_input = DirectionSystem.normalise(new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical")));

            if (direction_input.magnitude <= 0.1f)
            {
                this.getBehaviour <Actors.Link>().setState <Idle>();
            }

            // Are we attacking?
            if (Input.GetButtonDown("Attack"))
            {
                this.getBehaviour <Actors.Link>().setState <Attack>();
            }

            // Set the direction
            this.getBehaviour <Actors.Link>().direction = DirectionSystem.fromVector(direction_input, this.getBehaviour <Actors.Link>().direction);
            this.getBehaviour <Actors.Link>().playDirectionalAnimation("Walk");

            // Move link
            Vector3 input = new Vector3(direction_input.x, direction_input.y, 0);

            this.getBehaviour <Actors.Link>().GetComponent <CharacterController>().Move(input * Time.deltaTime);
        }
Example #2
0
        /// <summary>
        /// Update the state
        /// </summary>
        public override void Update()
        {
            Entities.SwordBlast behaviour = this.getBehaviour <Entities.SwordBlast>();

            // Get the movement vector
            Vector2 movement = DirectionSystem.getVector(behaviour.direction) * behaviour.speed;

            // Move SwordBlast
            Vector3 input = new Vector3(movement.x, movement.y, 0);

            behaviour.transform.Translate(input * Time.deltaTime);
        }
Example #3
0
 /// <summary>
 /// Play a directional based animation
 /// </summary>
 /// <param name="name"></param>
 public void playDirectionalAnimation(string name)
 {
     name = name + "-" + DirectionSystem.getString(this.direction);
     GetComponent <Animator>().Play(name);
 }
Example #4
0
    protected override void OnCreate()
    {
        inputSystem     = World.GetOrCreateSystem <InputSystem>();
        selectionSystem = World.GetOrCreateSystem <SelectionSystem>();

        lockstepSystemGroup = World.GetOrCreateSystem <LockstepSystemGroup>();
        lockstepSystemGroup.AddSystemToUpdateList(World.GetOrCreateSystem <CommandExecutionSystem>());
        lockstepSystemGroup.AddSystemToUpdateList(World.GetOrCreateSystem <VolatileCommandSystem>());
        lockstepSystemGroup.AddSystemToUpdateList(World.GetOrCreateSystem <CommandableSafetySystem>());

        blockMovementSystem = World.GetOrCreateSystem <BlockMovementSystem>();

        onGroupCheckSystem = World.GetOrCreateSystem <OnGroupCheckSystem>();

        updateReachableHexListSystem = World.GetOrCreateSystem <UpdateReachableHexListSystem>();

        resourceSourceManagerSystem = World.GetOrCreateSystem <ResourceSourceManagerSystem>();
        triggerGatherSystem         = World.GetOrCreateSystem <TriggerGatherSystem>();

        dropPointSystem = World.GetOrCreateSystem <DropPointSystem>();

        triggerUpdateResBufferSystem = World.GetOrCreateSystem <TriggerUpdateResBufferSystem>();
        updateResourceBufferSystem   = World.GetOrCreateSystem <UpdateResourceBufferSystem>();


        updateOcupationMapSystem = World.GetOrCreateSystem <UpdateOcupationMapSystem>();
        updateDestinationSystem  = World.GetOrCreateSystem <UpdateDestinationSystem>();

        sightSystem = World.GetOrCreateSystem <SightSystem>();

        pathRefreshSystem     = World.GetOrCreateSystem <PathRefreshSystem>();
        pathFindingSystem     = World.GetOrCreateSystem <PathFindingSystem>();
        pathChangeIndexSystem = World.GetOrCreateSystem <PathChangeIndexSystem>();

        findPosibleTargetsSystem = World.GetOrCreateSystem <FindPosibleTargetsSystem>();
        findActionTargetSystem   = World.GetOrCreateSystem <FindActionTargetSystem>();

        findMovementTargetSystem = World.GetOrCreateSystem <FindMovementTargetSystem>();
        steeringSystem           = World.GetOrCreateSystem <SteeringSystem>();
        translationSystem        = World.GetOrCreateSystem <TranslationSystem>();
        movementFinisherSystem   = World.GetOrCreateSystem <MovementFinisherSystem>();



        collisionSystem = World.GetOrCreateSystem <CollisionSystem>();
        directionSystem = World.GetOrCreateSystem <DirectionSystem>();


        startActSystem = World.GetOrCreateSystem <StartActSystem>();
        removeReceivingActComponentsSystem = World.GetOrCreateSystem <RemoveReceivingActComponentsSystem>();
        initReceivingActComponentsSystem   = World.GetOrCreateSystem <InitReceivingActComponentsSystem>();
        attackSystem                = World.GetOrCreateSystem <AttackSystem>();
        receiveDamageSystem         = World.GetOrCreateSystem <ReceiveDamageSystem>();
        gatherSystem                = World.GetOrCreateSystem <GatherSystem>();
        extractResourceSystem       = World.GetOrCreateSystem <ExtractResourceSystem>();
        updateGathererAmmountSystem = World.GetOrCreateSystem <UpdateGathererAmmountSystem>();
        endActionSystem             = World.GetOrCreateSystem <EndActionSystem>();


        resourceSystem = World.GetOrCreateSystem <ResourceSystem>();


        deathSystem = World.GetOrCreateSystem <DeathSystem>();
        //simulationSystemGroup = World.GetOrCreateSystem<SimulationSystemGroup>();
        //simulationSystemGroup.AddSystemToUpdateList(World.GetOrCreateSystem<PathFindingSystem>());
        //simulationSystemGroup.AddSystemToUpdateList(World.GetOrCreateSystem<PathFollowSystem>());

        //lateSimulationSystemGroup = World.GetOrCreateSystem<LateSimulationSystemGroup>();

        //applicationSystemGroup = World.GetOrCreateSystem<ApplicationSystemGroup>();
    }