Example #1
0
    //Function to Generate all Tiles
    public void GenerateTile(int x, int y)
    {
        //Create the GameObject from the Prefab
        GameObject tile_GameObject = Instantiate(tile_Prefab) as GameObject;

        //Sets the Script of GameObject.
        tile_GameObject.AddComponent <MyOwnTile>();

        //Sets the name of GameObject.
        tile_GameObject.name = "Tile X: " + x + " / Y: " + y;

        //Manipulate the X and Y coords to match the board size and position.
        float smoolX = x * 0.1f;
        float smoolY = y * 0.1f;

        //Set Vector3 value for position then transform the GameObject with the variable
        Vector3 tile_XY = new Vector3(smoolX, 0.0f, smoolY);

        tile_GameObject.transform.position = tile_XY;

        //Grab Script from the GameObject and set entity dependant Script variables
        MyOwnTile tile_Script = tile_GameObject.GetComponent <MyOwnTile>();

        tile_Script.x = x;
        tile_Script.y = y;

        //Add GameObject to Array with coords as refference ID
        tileGO_Array[x, y] = tile_GameObject;
    }
Example #2
0
    public void CheckCollisionEnemy(MyOwnTile end_Tile)
    {
        //Get Unit Color for UI
        bool IsWhite = end_Tile.tiled_Unit.IsWhite;

        //Destroy the old Unit
        end_Tile.tiled_Unit.DestoryMe();

        //Set UI for the Destruction
        UIUpdate_Destroy(IsWhite);
    }
Example #3
0
    /////////////////////////////////////////////////////////////////////////////

    public void MoveUnit(MyOwnTile end_Tile)
    {
        //Declare the Starting tile Class OBJ
        MyOwnTile start_Tile;

        //If the Unit is of the same Color Retun from function
        if (end_Tile.tiled_Unit != null)
        {
            if (end_Tile.tiled_Unit.IsWhite == mainUnit_Selected.IsWhite)
            {
                //Play the Corresponding SFX
                main_AudioSourceSFX.PlayOneShot(SameUnit_SFX);
                return;
            }
        }

        //Create new V3 with XY given by selected Tile then Chnages Unit position
        Vector3 newPosition_V3 = new Vector3((end_Tile.x * 0.1f), 0.025f, (end_Tile.y * 0.1f));

        mainUnitSelected_GO.transform.position = newPosition_V3;

        //A Unit is already in this position!
        if (end_Tile.tiled_Unit != null)
        {
            //Play the Corresponding SFX
            main_AudioSourceSFX.PlayOneShot(CaptureUnit_SFX);
            CheckCollisionEnemy(end_Tile);
        }
        else
        {
            //Play the Corresponding SFX
            main_AudioSourceSFX.PlayOneShot(emptyTile_SFX);
        }

        //Get the Starting Tile and Remove the Unit refference
        start_Tile            = mainUnit_Selected.Unit_tiled;
        start_Tile.tiled_Unit = null;

        //Set new Unit Coords
        mainUnit_Selected.x = end_Tile.x;
        mainUnit_Selected.y = end_Tile.y;

        //New Tile is Set to the Moved Unit + the vise versa
        end_Tile.tiled_Unit          = mainUnit_Selected;
        mainUnit_Selected.Unit_tiled = end_Tile;

        //UnSelect after moving
        mainUnit_Selected.UnselectUnit();

        //Update Turn counter and then The UI
        turnCounter++;
        UIUpdate_Turn();
    }
Example #4
0
    public void SelectUnit()
    {
        unit_Selected = true;
        main_Script.mainUnit_Selected   = this;
        main_Script.mainUnitSelected_GO = gameObject;



        //calc range
        int XXX = main_Script.mainUnit_Selected.x;
        int YYY = main_Script.mainUnit_Selected.y;

        if ((0 >= XXX + 1) && (main_Script.tileGO_Array.GetLength(0) >= XXX + 1))
        {
            GameObject one    = main_Script.tileGO_Array[XXX + 1, YYY];
            MyOwnTile  oneone = one.GetComponent <MyOwnTile>();
            oneone.Highlight();
        }

        if ((0 >= XXX - 1) && (main_Script.tileGO_Array.GetLength(0) >= XXX - 1))
        {
            GameObject two    = main_Script.tileGO_Array[XXX - 1, YYY];
            MyOwnTile  twotwo = two.GetComponent <MyOwnTile>();
            twotwo.Highlight();
        }

        if ((0 >= YYY + 1) && (main_Script.tileGO_Array.GetLength(1) >= YYY + 1))
        {
            GameObject three      = main_Script.tileGO_Array[XXX, YYY + 1];
            MyOwnTile  threethree = three.GetComponent <MyOwnTile>();
            threethree.Highlight();
        }

        if ((0 >= YYY - 1) && (main_Script.tileGO_Array.GetLength(1) >= YYY - 1))
        {
            GameObject four     = main_Script.tileGO_Array[XXX, YYY - 1];
            MyOwnTile  fourfour = four.GetComponent <MyOwnTile>();
            fourfour.Highlight();
        }

        //display range

        GetComponent <Renderer>().material = greyLight_Mat;
    }
Example #5
0
    //Link Units to Tiles
    public void Link_TileUnit()
    {
        for (int y = 0; y < 8; y++)
        {
            for (int x = 0; x < 8; x++)
            {
                //If a unit is in the array
                if (unitGO_Array[x, y] != null)
                {
                    //Refference loop specific GameObjects
                    GameObject tile_GO = tileGO_Array[x, y];
                    GameObject unit_GO = unitGO_Array[x, y];

                    //Get GameObject Componants
                    MyOwnTile linkingTile_Script = tile_GO.GetComponent <MyOwnTile>();
                    MyOwnUnit linkingUnit_Script = unit_GO.GetComponent <MyOwnUnit>();

                    //Link the Classes to each other
                    linkingTile_Script.tiled_Unit = linkingUnit_Script;
                    linkingUnit_Script.Unit_tiled = linkingTile_Script;
                }
            }
        }
    }