Example #1
0
 public void AddSpawnPoint(SpawnPointBehaviour s)
 {
     if (!_spawnPointList.Contains(s))
     {
         _spawnPointList.Add(s);
     }
 }
Example #2
0
        private void MaybePurchaseGhostUnits(SpawnPointBehaviour closestSpawn)
        {
            if (Input.GetMouseButtonUp(0))
            {
                bool noUIcontrolsInUse = EventSystem.current.currentSelectedGameObject == null;

                if (!noUIcontrolsInUse)
                {
                    return;
                }

                if (_currentBuyTransaction == null)
                {
                    return;
                }

                closestSpawn.BuyPlatoons(_currentBuyTransaction.GhostPlatoons);

                if (Input.GetKey(KeyCode.LeftShift))
                {
                    // We turned the current ghosts into real units, so:
                    _currentBuyTransaction = _currentBuyTransaction.Clone();
                }
                else
                {
                    ExitPurchasingMode();
                }
            }
        }
 public static void addSpawnPoint(SpawnPointBehaviour s)
 {
     if (!spawnPointList.ContainsKey(s.team))
     {
         spawnPointList.Add(s.team, new List <SpawnPointBehaviour>());
     }
     spawnPointList[s.team].Add(s);
 }
Example #4
0
        private void ShowGhostUnitsAndMaybePurchase(RaycastHit terrainHover)
        {
            // Show ghost units under mouse:
            SpawnPointBehaviour closestSpawn = GetClosestSpawn(terrainHover.point);

            _currentBuyTransaction.PreviewPurchase(
                terrainHover.point,
                2 * terrainHover.point - closestSpawn.transform.position);

            MaybePurchaseGhostUnits(closestSpawn);
        }
    private SpawnPointBehaviour getClosestSpawn(Vector3 p)
    {
        var pointList          = spawnPointList[currentTeam];
        SpawnPointBehaviour go = pointList[0];
        float distance         = Single.PositiveInfinity;

        foreach (var s in pointList)
        {
            if (Vector3.Distance(p, s.transform.position) < distance)
            {
                distance = Vector3.Distance(p, s.transform.position);
                go       = s;
            }
        }
        return(go);
    }
Example #6
0
        private SpawnPointBehaviour GetClosestSpawn(Vector3 p)
        {
            var pointList = _spawnPointList.Where(
                x => x.Team == _localPlayer.Team).ToList();

            SpawnPointBehaviour go = pointList.First();
            float distance         = Single.PositiveInfinity;

            foreach (var s in pointList)
            {
                if (Vector3.Distance(p, s.transform.position) < distance)
                {
                    distance = Vector3.Distance(p, s.transform.position);
                    go       = s;
                }
            }
            return(go);
        }
Example #7
0
 // TODO If we can refactor MatchSession to create the spawn points, we will be able to get rid of this:
 public void AddSpawnPoint(SpawnPointBehaviour spawn)
 {
     _inputManager.AddSpawnPoint(spawn);
 }
 // TODO If we can refactor MatchSession to create the spawn points, we will be able to get rid of this:
 public void RegisterSpawnPoint(SpawnPointBehaviour spawn)
 {
     _inputManager.RegisterSpawnPoint(spawn);
 }
Example #9
0
        public void CmdEnqueuePlatoonPurchase(
            byte playerId,
            byte unitCategoryId,
            int unitId,
            int unitCount,
            byte spawnPointId,
            Vector3 destinationCenter,
            float destinationHeading)
        {
            Logger.LogNetworking(
                LogLevel.DEBUG,
                this,
                $"Enqueueing platoon purchase at spawn pt = {spawnPointId}.");
            if (MatchSession.Current.Players.Count > playerId &&
                unitCount >= MIN_PLATOON_SIZE &&
                unitCount <= MAX_PLATOON_SIZE)
            {
                if (MatchSession.Current.SpawnPoints.Length > spawnPointId)
                {
                    PlayerData          owner = MatchSession.Current.Players[playerId];
                    SpawnPointBehaviour spawn = MatchSession.Current.SpawnPoints[spawnPointId];

                    if (unitCategoryId < owner.Deck.Categories.Length &&
                        unitId < GameSession.Singleton.Armory.Categories[unitCategoryId].Count)
                    {
                        Unit unit = GameSession.Singleton.Armory.Categories[unitCategoryId][unitId];

                        GhostPlatoonBehaviour g =
                            GhostPlatoonBehaviour.CreatePreviewMode(unit, owner, unitCount);
                        g.SetPositionAndOrientation(destinationCenter, destinationHeading);
                        NetworkServer.Spawn(g.gameObject);
                        spawn.BuyPlatoon(g);
                    }
                    else
                    {
                        if (unitCategoryId < GameSession.Singleton.Armory.Categories.Length)
                        {
                            Logger.LogNetworking(LogLevel.ERROR,
                                                 $"Got bad unit id = {unitId} from " +
                                                 $"the server. Total units = {GameSession.Singleton.Armory.Categories[unitCategoryId].Count} " +
                                                 $"(category = {unitCategoryId}).");
                        }
                        else
                        {
                            Logger.LogNetworking(LogLevel.ERROR,
                                                 $"Got bad category id = {unitCategoryId} from " +
                                                 $"the server. Total categories = {GameSession.Singleton.Armory.Categories.Length}");
                        }
                    }
                }
                else
                {
                    Logger.LogNetworking(LogLevel.ERROR,
                                         $"Client asked to create a platoon with an invalid spawn id {spawnPointId}.");
                }
            }
            else
            {
                // Got an invalid player id, client is trying to crash us?
                Logger.LogNetworking(LogLevel.ERROR,
                                     $"Client asked to create a platoon with an invalid player id {playerId}.");
            }
        }