public void Reset(){ state = TileState.empty; if(attachedPiece!=null){ attachedPiece.Fall(attachedPiece.transform.position.normalized * 4 + new Vector3(0,8,0)); attachedPiece=null; } }
public void SetTile(int _x, int _y){ state = TileState.empty; idX = _x; idY = _y; gameObject.SetActive(true); transform.position = new Vector3(-7+_x,0,-7+_y); }
public void SetAllStates(TileState toSet) { foreach(Tile curTile in Tiles) { curTile.CurTileState = toSet; } }
public void Initialize( ContentManager content, float X, float Y, int viewPortWidth, int viewPortHeight, string assetName) { _state = TileState.Blank; _position.X = X; _position.Y = Y; _viewPortWidth = viewPortWidth; _viewPortHeight = viewPortHeight; _tileGraphic = content.Load<Texture2D>(assetName); _X = content.Load<Texture2D>("BoardX"); _O = content.Load<Texture2D>("BoardO"); _XMoveClip = content.Load<SoundEffect>("XMove"); _OMoveClip = content.Load<SoundEffect>("OMove"); jiggleState = JiggleState.Center; jiggleDirection = JiggleDirection.Left; }
public void DetachPiece(){ if (attachedPiece!=null){ attachedPiece.transform.parent = null; attachedPiece = null; state = TileState.empty; } }
public Sprite this[TileState key] { get { switch (key.unit) { case UnitType.Arrow: return(Arrow); case UnitType.Bomb: return(Bomb); case UnitType.Empty: return(Empty); case UnitType.Fang: return(Fang); case UnitType.Fire: return(Fire); case UnitType.Shield: return(Shield); case UnitType.Sword: return(Sword); case UnitType.Hole: return(Empty); default: throw new System.Exception("No sprite for unit type: " + key); } } }
private void CreateStateQue() { _stateQue.Enqueue(new DirtyState(_dirtyMaterial, null)); _stateQue.Enqueue(new PlowedState(_plowedMaterial, null)); _stateQue.Enqueue(new PlantedState(_plantedMaterial, SpawnProduction)); _state = _stateQue.Dequeue(); }
public ITileInfo DoMove(Vector2 direction) { ITileInfo tileInfo = m_World.GetTileInfo(m_Position + direction); if (tileInfo.GetState() == TileState.BorderRight) { if (m_World.gameManager.bPaneCleared || m_World.IsInTuto()) { Debug.Log("Loading Next Pane"); m_World.NextCache(); m_Position.x = 0; m_World.SetObject(this, m_Position); m_World.gameManager.SwitchPane(); return(tileInfo); } else { return(tileInfo); } } else if (tileInfo.GetState() == TileState.Occupied || tileInfo.GetState() == TileState.Ennemy) { return(tileInfo); } else if (tileInfo.GetState() == TileState.Border) { return(tileInfo); } TileState tileState = m_World.MoveObject(m_Position, direction); m_Position += direction; return(tileInfo); }
public Sprite this [TileState state] { get { if (state.incomingMove) { return(Instance.FriendlyIdle); } if (state.fireIncoming) { return(Instance.EnemyIdle); } if (state.unit == UnitType.Hole) { return(Instance.Transparent); } switch (state.Friendliness) { case Friendliness.Neutral: default: return(Instance.Empty); case Friendliness.Friendly: if (state.isSelected) { return(Instance.FriendlyActive); } if (state.CanBeSelected && Selector.Get.ShouldAllowInput) { return(Instance.FriendlyIdle); } else { return(Instance.Empty); } case Friendliness.Hostile: if (Selector.Get.ShouldAllowInput || state.unit == UnitType.Fire) { if (state.alerted) { return(Instance.EnemyActive); } else { return(Instance.EnemyIdle); } } else { if (state.isSelected) { return(Instance.EnemyActive); } else { return(Instance.Empty); } } } } }
private void OnPlayFinished(TileState ts) { ts.setTileState(this.currentTurn); this.player_tiles[this.currentTurn].Add(ts); availableTiles.Remove(ts); //int go = CheckGameOver(); int go = HexGridUtil.CheckGameOver(0, player_tiles[0], player_tiles[1]); if (go != -1) { //Debug.Log("GameOver: " + go); uiGameOver.SetActive(true); if (this.currentTurn == 0) { textCurrentPlayer.text = "Winner: " + players[0].name; } else { textCurrentPlayer.text = "Winner: " + players[1].name; } Stats.RecordGame(players[0].gameObject.name, players[1].gameObject.name, tossWon, this.currentTurn); Stats.Print(); //Restart(); return; } //ts.updateTileSet(); //Debug.LogError("ts chain length: " + ts.tileSet.GetRoot().chainLength); TestEvaluationFunction(); this.currentTurn = (this.currentTurn + 1) % 2; // this is necessary to switch to next turn after each turn is finished isCurrentTurnUpdated = true; }
public void ChangeTileState(TileState tileState) { _currentTileState = tileState; switch (tileState) { case TileState.EMPTY: _renderer.material.color = emptyColor; break; case TileState.TRACK: if (_renderer != null) { _renderer.material.color = trackColor; } break; case TileState.FILLED: _renderer.material.color = filledColor; transform.Translate(0, 1, 0); // if(OnStateChange!=null) the same // OnStateChange(); OnStateChange?.Invoke(); break; } }
public void RefreshView(TileState state) { switch (state) { case TileState.free: image.color = free; break; case TileState.occupied: image.color = occupied; break; case TileState.readyToBeOccupied: image.color = readyToBeOccupied; break; case TileState.inAttackRange: image.color = inAttackRange; break; case TileState.active: image.color = active; break; } }
/// <summary> /// Shoots a missile at location /// </summary> /// <param name="location"> location to shoot </param> /// <param name="hitMarkers"> Collection of hitmarkers to add shot to</param> private void Shoot(Coordinate location, Player targetPlayer) { // get tile state TileState tileState = targetPlayer.GameBoard[location.YCoord, location.XCoord]; // if boat: display red 'x' on grid if (tileState == TileState.Boat) { AddHitMarker(location, targetPlayer, TileState.Hit); // Locates the boat that has a coordinate equal to the coordinate being shot i.e. get the boat being shot IBoat boatToHit = (from boat in targetPlayer.Boats from coord in boat.CoordinateRange.GetAllCoordinates() where coord.ToString() == location.ToString() select boat).ElementAt(0); boatToHit.Health--; // TODO: better way of doing this OnPropertyChanged(nameof(User.Health)); OnPropertyChanged(nameof(Computer.Health)); _boatApearanceManager.CheckForSunkBoats(targetPlayer.Boats); } // if empty: display green 'o' on grid else if (tileState == TileState.Empty) { AddHitMarker(location, targetPlayer, TileState.Miss); } }
IndexPair RequestMove(TileState currentColor) { switch (currentColor) { case TileState.Black: if (playerOneType == PlayerType.Agent) { return(RequestAgentMove(TileState.Black)); } else { return(RequestPlayerMove(TileState.Black)); } case TileState.White: if (playerTwoType == PlayerType.Agent) { return(RequestAgentMove(TileState.White)); } else { return(RequestPlayerMove(TileState.White)); } default: Debug.LogError("Color is neither black or white."); return(new IndexPair(width, height)); } }
//TODO: update to support multiple expansions public void NewGame() { TileGrid.GameState = GameStates.Playing; title = new TimedTitle(Font, new Vector2(0, 30), "", false, Color.Black); counter = 0; tileState = TileState.Free; selectedEntityID = activeEntity = null; entities.Clear(); entityInfo.Clear(); for (int i = 0; i < bannerManager.LobbyBannerCount; i++) { AddEntityInfo(new LargeSoldier(), bannerManager.BannerColor(i + 1), 1, LargeSoldierLocation(i), LargeSoldierRectangle(i)); AddEntityInfo(new Soldier(), bannerManager.BannerColor(i + 1), 7,SoldierLocation(i), SoldierRectangle(i)); } spawner.ButtonLocation = SpawnerLocation(bannerManager.LobbyBannerCount); bannerManager.NewGame(); AddEntityInfoItems(); TileGrid.ResetGrid(); deckManager.NewGame(); ShuffleDecks(); }
public TileSet(TileState ts) { size = 1; high = low = HexGridUtil.getHexIndexForPlayer(ts.currentState, ts); state = ts.currentState; root = null; }
public static IEnumerator TakeAITurn() { foreach (var state in TileState.AllTiles() .Where(x => x.Friendliness == Friendliness.Hostile) .OrderBy(x => - x.playOrder)) { if (state.Friendliness == Friendliness.Hostile) { yield return(TakeTurn(state)); if (state.unit != UnitType.Fire && state.alerted) { yield return(new WaitForSeconds(0.6f)); } } } foreach (var state in TileState.AllTiles()) { if (state.fireIncoming) { state.unit = UnitType.Fire; state.alerted = true; if (!Generator.isRunning) { SFXController.PlayFire(); yield return(new WaitForSeconds(0.1f)); } } } yield return(YieldFast.Get); }
IEnumerator Wait() { yield return(new WaitForSeconds(timeUntilReady)); tileState = TileState.READY_TO_COLLECT; anim.SetInteger("TileState", 2); }
private void CycleState() { var c = _currentState; // The image must have been loaded first. if (!_hasImageLoaded) { return; } switch (c) { case TileState.Image: _currentState = TileState.Text; break; case TileState.Partial: _currentState = TileState.Image; break; case TileState.Text: _currentState = TileState.Partial; break; } UpdatePosition(true); }
public Wall(TileState state, RectangleF rect, Direction dir) : base(state, rect) { ConnectSprite = true; Opaque = true; _dir = dir; name = "Wall"; if (dir == Direction.East) { Sprite = _resourceManager.GetSprite("wall_EW"); topSprite = _resourceManager.GetSprite("wall_top_EW"); topSpriteNW = _resourceManager.GetSprite("wall_top_2"); topSpriteSE = _resourceManager.GetSprite("wall_top_8"); wallEndE = _resourceManager.GetSprite("wall_end_e"); wallEndW = _resourceManager.GetSprite("wall_end_w"); } else { Sprite = _resourceManager.GetSprite("wall_NS"); topSprite = _resourceManager.GetSprite("wall_top_NS"); topSpriteNW = _resourceManager.GetSprite("wall_top_4"); topSpriteSE = _resourceManager.GetSprite("wall_top_1"); } mapMgr = IoCManager.Resolve<IMapManager>(); }
private IEnumerator UpdateView(TileState state) { yield return(new WaitForSeconds(_updateTime)); _renderer.material = state.Material; state.StateAction?.Invoke(); }
public Wall(TileState state, RectangleF rect, Direction dir) : base(state, rect) { ConnectSprite = true; Opaque = true; _dir = dir; name = "Wall"; if (dir == Direction.East) { Sprite = _resourceManager.GetSprite("wall_EW"); topSprite = _resourceManager.GetSprite("wall_top_EW"); topSpriteNW = _resourceManager.GetSprite("wall_top_2"); topSpriteSE = _resourceManager.GetSprite("wall_top_8"); wallEndE = _resourceManager.GetSprite("wall_end_e"); wallEndW = _resourceManager.GetSprite("wall_end_w"); } else { Sprite = _resourceManager.GetSprite("wall_NS"); topSprite = _resourceManager.GetSprite("wall_top_NS"); topSpriteNW = _resourceManager.GetSprite("wall_top_4"); topSpriteSE = _resourceManager.GetSprite("wall_top_1"); } mapMgr = IoCManager.Resolve <IMapManager>(); }
public Tile(string texName, Game1 game, int row, int col, int offsetX, int offsetY) { if (texName != " ") { tileTexture = game.Content.Load <Texture2D>(texName); if (texName == "w1") { tileState = TileState.IMPASSABLE; } else { tileState = TileState.PASSABLE; } } else { tileTexture = game.Content.Load <Texture2D>(DEFAULT_TILE); tileState = TileState.IMPASSABLE; } animationFrames = tileTexture.Width / TILE_SIZE; sourceRectangle = new Rectangle(0, 0, TILE_SIZE, TILE_SIZE); x = col * TILE_SIZE + offsetX; y = row * TILE_SIZE + offsetY; animationCounter = 0; }
public void ChooseTileState(TileState s) { LineRenderer li = GetComponent <LineRenderer>(); state = s; switch (state) { case TileState.Normal: { li.startColor = Color.red; li.endColor = Color.magenta; } break; case TileState.Block: li.startColor = Color.black; li.endColor = Color.magenta; break; case TileState.Tree: li.startColor = Color.gray; li.endColor = Color.cyan; break; default: break; } }
public void UpdateTIle(TileState t_state) { switch (t_state) { case TileState.Hovered: m_sp.color = new Color(1, 0, 0, .5f); break; case TileState.Selected: if (selected) { UpdateTIle(TileState.Default); } else { m_sp.color = new Color(1, 0, 1, 1); selected = true; } break; default: m_sp.color = new Color(0, 0, 0, .05f); selected = false; break; } }
public bool CheckInput(GamePadState a_state) { bool temp; switch (inputCat) { case InputCat.Button: temp = CheckButton(a_state); break; case InputCat.DPad: temp = CheckDpad(a_state); break; case InputCat.ThumbStick: temp = CheckThumbStick(a_state); break; case InputCat.Trigger: temp = CheckTrigger(a_state); break; default: temp = false; break; } if (temp) { state = TileState.Dead; } return(temp); }
/// <summary> /// Checks if the target is in a valid tile i.e. not a tile already shot /// </summary> public void UpdateValidPlacement() { TileState targetOverTileState = Computer.GameBoard[Target.Row, Target.Column]; ValidTargetLocation = (targetOverTileState == TileState.Boat || targetOverTileState == TileState.Empty); OnPropertyChanged(nameof(CanUserShoot)); }
public void SetState(string placestate) { switch (placestate) { case "WALK": state = TileState.WALK; break; case "BLOCK": state = TileState.BLOCK; break; case "EMPTY": state = TileState.EMPTY; break; case "BASE1": state = TileState.BASE1; break; case "BASE2": state = TileState.BASE2; break; default: Debug.LogErrorFormat("{0} cannot be set as a PlaceState!", placestate); break; } }
// Use this for initialization void Start() { selectedState = TileState.OPEN; tileCollider = GetComponent <Collider2D>(); Messenger.GetInstance().RegisterListener(new GameOverMsg(), GameOver); }
public Tile(Board _board, int x, int y) { board = _board; xIndex = x; yIndex = y; state = TileState.Empty; }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here tileState = TileState.Tile1; toolState = ExternalToolState.MainTool; this.IsMouseVisible = true; texturePosition = new Rectangle(); //Mouse.WindowHandle = Window.Handle; //Mouse.SetPosition(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height/2); viewportAdapter = new ScalingViewportAdapter(GraphicsDevice, 2560, 1440); mousePosition = ms.Position.ToVector2(); mapGrid = new string[20, 11]; for (int i = 0; i < mapGrid.GetLength(0); i++) { for (int j = 0; j < mapGrid.GetLength(1); j++) { mapGrid[i, j] = "0"; } } tile1Positions = new List <Vector2>(); texture = new Dictionary <string, Texture2D>(); saveCounter = 1; base.Initialize(); }
internal static GameObject CreateCell(Tile tileHit, GridManager grid, TileState tileState) { var newCellObject = Instantiate(tileHit.GetComponent <Tile>().CellPrefab, new Vector3(tileHit.transform.position.x, tileHit.transform.position.y, 0.33f), Quaternion.identity); newCellObject.name = $"{newCellObject.transform.position}"; tileHit.Cell = newCellObject; newCellObject.GetComponent <Cell>().Tile = tileHit; tileHit.IsAlive = true; tileHit.State = tileState; if (tileHit.Row > grid.BiggestRowRectangle) { grid.BiggestRowRectangle = tileHit.Row; } if (tileHit.Row < grid.SmallestRowRectangle) { grid.SmallestRowRectangle = tileHit.Row; } if (tileHit.Column > grid.BiggestColumnRectangle) { grid.BiggestColumnRectangle = tileHit.Column; } if (tileHit.Column < grid.SmallestColumnRectangle) { grid.SmallestColumnRectangle = tileHit.Column; } return(newCellObject); //Debug.Log($"Name After : {tileHit.GetComponent<Tile>().Cell.name}"); }
void OnMouseOver() { //Do not edit while pathfinding is in progress if (PathfindingManager.instance.isRunning) { return; } if (Input.GetMouseButton(0)) { if (UIManager.instance.isOrigin) { if (this.isObstacle) { return; } UIManager.instance.lastTile.state = TileState.Empty; this.state = TileState.Origin; PathfindingManager.instance.origin = this; UIManager.instance.lastTile = PathfindingManager.instance.origin; } else if (UIManager.instance.isDestination) { if (this.isObstacle) { return; } UIManager.instance.lastTile.state = TileState.Empty; this.state = TileState.Destination; PathfindingManager.instance.destination = this; UIManager.instance.lastTile = PathfindingManager.instance.destination; } else if (UIManager.instance.isFilling) { isObstacle = true; } else if (UIManager.instance.isErasing) { isObstacle = false; } else { if (state == TileState.Origin) { UIManager.instance.isOrigin = true; UIManager.instance.lastTile = this; } else if (state == TileState.Destination) { UIManager.instance.isDestination = true; UIManager.instance.lastTile = this; } else { UIManager.instance.isFilling = !isObstacle; UIManager.instance.isErasing = isObstacle; } } } }
public void onTileButtonPressed() { if (m_tilemark_state != TileState.NONE) { Debug.LogError("Cannot choose this tile, it has already been marked."); } else { if (m_input_state == TileState.NONE) { Debug.Log("This tile is not ready for input"); } else { //input is valid, set the persistent tilemark_state to match the current players mark and input state Sprite marking_sprite = m_player_mark_sprites[(int)m_input_state];//[(int)m_input_state is equivalent to the index of the player who made this selection setMarkImageSprite(marking_sprite); m_tilemark_state = m_input_state; //inform the game that the user made input and marked his tile m_game_manager.recordMoveInHistory((int)m_input_state, m_column_index, m_row_index); m_game_manager.playerTileChoiceComplete(); } } }
public void EnactOperationState(TileState state, Vector2Int index) { var oldElement = Get(index); if (state.Type == TileType.EMPTY) { if (oldElement.m_Type != TileType.EMPTY) { EraseTile(index); } else { // TODO: maybe care about this? } } else { if (oldElement.m_Type != TileType.EMPTY) { EraseTile(index); } CreateTile(index, state, cloning: true); } }
void Start() { value = initValue; spriteRenderer = GetComponent <SpriteRenderer>(); lastState = null; runningTransitionCoroutine = null; }
public Space(TileState state, RectangleF rect) : base(state, rect) { ConnectSprite = false; name = "Space"; Sprite = _resourceManager.GetSprite("space_texture"); Sprite.SetPosition(Position.X, Position.Y); }
public Floor(TileState state, RectangleF rect) : base(state, rect) { ConnectSprite = false; name = "Floor"; Sprite = _resourceManager.GetSprite("floor_texture"); Sprite.SetPosition(Position.X, Position.Y); }
public Pathfinder(int RoomId, TileState[,] Tiles, double[,] HeightMap, RoomModel Model) { this.RoomId = RoomId; this.Tiles = Tiles; this.HeightMap = HeightMap; this.Model = Model; this.Lock = new ReaderWriterLock(); this.FoundPath = false; }
public void AddOrRemoveState(TileState newState, bool isAdd) { if (isAdd) { this.State = this.State | newState; } else { this.State = this.State ^ (this.State & newState); } }
protected Tile(TileState state, RectangleF rect) { _resourceManager = IoCManager.Resolve<IResourceManager>(); _lightManager = IoCManager.Resolve<ILightManager>(); tileState = state; bounds = rect; Sprite = _resourceManager.GetSprite("space_texture"); Sprite.SetPosition(Position.X, Position.Y); }
public LogReader(string log, int player, int width, int height) { Debug.Assert(File.Exists(log)); this.width = width; this.height = height; this.gridTopBottom = "+" + new string('-', width) + "+"; reader = new StreamReader(log); playerTile = (player == 0) ? TileState.Player1 : TileState.Player2; // Read in the empty board. lastState = GetNextState(); }
public void ChangeTileState(TileState newState) { if (state == newState) return; switch(newState) { case TileState.NORMAL: cover.GetComponent<Renderer>().material = NormalMaterial; state = newState; break; case TileState.MOVABLE: if (state == TileState.NORMAL || state == TileState.MOVE) { cover.GetComponent<Renderer>().material = MovableMaterial; state = newState; } break; case TileState.MOVE: if (state == TileState.MOVABLE) { cover.GetComponent<Renderer>().material = MoveMaterial; state = newState; } break; case TileState.ATTACKABLE: if (state == TileState.NORMAL || state == TileState.ATTACK) { cover.GetComponent<Renderer>().material = AttackableMaterial; state = newState; } break; case TileState.ATTACK: if (state == TileState.ATTACKABLE || state == TileState.NORMAL) { cover.GetComponent<Renderer>().material = AttackMaterial; state = newState; } break; default: break; } }
private void SetTileState(TileState newState) { currentTileState = newState; if ( newState == TileState.CROSS ) { myObject = (GameObject)Instantiate(crossObject); Vector3 pos = this.transform.position; myObject.transform.position = pos; } else if ( newState == TileState.RING ) { myObject = (GameObject)Instantiate(ringObject); Vector3 pos = this.transform.position; myObject.transform.position = pos; } else if ( newState == TileState.EMPTY ) { if (myObject!=null) Destroy(myObject); } else { myObject = null; } }
protected void handleStateTransitions() { if(WaterMonitor.WaterLevel > transform.position.y ) { if(myState == TileState.StateAbove) { myLastState = myState; myState = TileState.StateBelow; } } else { if(myState == TileState.StateBelow) { myLastState = myState; myState = TileState.StateAbove; } } }
public Tile(Vector2 a_position, int a_height, TileMap a_tileMap) : base(a_position * new Vector2(TILE_WIDTH - 32, TILE_HEIGHT) - new Vector2(0, a_height * 40)) { X = (int)a_position.X; Y = (int)a_position.Y; m_layer = 0.500f - a_position.Y / 1000f; m_tileMap = a_tileMap; if (MathManager.isEven((int)a_position.X)) { m_layer -= 0.0001f; } m_tileState = TileState.Normal; m_color = Color.White; m_heightSprites = new Sprite[a_height]; m_height = a_height; m_tileMap = ((GameState)Game.getInstance().getCurrentState()).getTileMap(); for (int i = 0; i < a_height; i++) { m_heightSprites[i] = new Sprite("Tiles//" + m_tileMap.getTileSet() + "mellangrej.png", 1); } }
private void FillPlayer1Dots(TileState[,] Board) { this.Board.EachPlayer1Dot((i ,j) => Board[i,j] = TileState.Player1); }
private void FloodIfEqualAndUnmarked(TileState[,] Board, bool[,] marks, int line, int col, TileState state) { if (line < 0 || line >= marks.GetLength(0)) return; if (col < 0 || col >= marks.GetLength(1)) return; if (marks[line, col]) return; if (state != Board[line, col]) return; FloodFill(Board, marks, line, col); }
private void FloodFill(TileState[,] Board, bool[,] marks, int line, int col) { marks[line, col] = true; FloodIfEqualAndUnmarked(Board, marks, line+1, col, Board[line, col]); FloodIfEqualAndUnmarked(Board, marks, line - 1, col, Board[line, col]); FloodIfEqualAndUnmarked(Board, marks, line, col + 1, Board[line, col]); FloodIfEqualAndUnmarked(Board, marks, line, col - 1, Board[line, col]); }
public void DismissAffirmation() { State = TileState.Pricing; Affirmation = null; }
public void DismissError() { State = TileState.Pricing; Error = null; }
public void restoreState() { m_hoverOverToggle = false; m_tileState = TileState.Normal; }
public override void update() { m_hitbox.update(); bool l_collided = CollisionManager.hexagonContains(this, MouseHandler.worldMouse(), TILE_WIDTH, TILE_HEIGHT); if (l_collided && !m_ignoreMouse && !m_tileMap.p_ignoreMouse) { m_tileMap.p_hover = this; if (m_tileAbove != null) { m_tileAbove.ignoreMouse(true); } switch (m_tileState) { case TileState.Normal: m_tileState = TileState.Hover; break; case TileState.Hover: if (MouseHandler.lmbDown()) { m_tileState = TileState.Pressed; } break; case TileState.Pressed: if (MouseHandler.lmbUp()) { m_tileState = TileState.Hover; } break; case TileState.Toggle: if (MouseHandler.lmbUp()) { m_tileState = TileState.Normal; } m_tileState = TileState.Hover; break; } } else { if (m_hoverOverToggle) { m_tileState = TileState.Toggle; } else { m_tileState = TileState.Normal; } if (m_tileAbove != null) { m_tileAbove.ignoreMouse(false); } } base.update(); }
public void resetTile() { this.BackgroundImage = null; this.BackColor = Color.Black; m_image = null; this.Dragable = false; this.Clickable = true; this.State = TileState.Empty; m_upperLayerImage.Image = null; m_upperLayerImage.Hide(); this.Clickable = false; this.Dragable = false; this.Size = new Size(TILE_EDGE_LENGTH,TILE_EDGE_LENGTH); }
private TileState[,] GetNextState() { // Find the start of the grid. for (string line = reader.ReadLine(); !reader.EndOfStream && line != gridTopBottom; line = reader.ReadLine()) ; if (reader.EndOfStream) { // Switch to human player? } TileState[,] state = new TileState[height, width]; // Read the grid. for (int row = height - 1; row >= 0; row--) { string gridLine = reader.ReadLine(); Debug.Assert(gridLine != gridTopBottom, "Grid is too short."); Debug.Assert(gridLine.StartsWith("|") && gridLine.EndsWith("|"), "Grid line \"" + gridLine + "\" must start and end with \"|\""); Debug.Assert(gridLine.Length == width + 2, "Grid line \"" + gridLine + "\" should be " + (width + 2) + " characters long"); for (int column = 0; column < width; column++) { state[row, column] = ToTileState(gridLine[column + 1]); } } Debug.Assert(reader.ReadLine() == gridTopBottom, "Grid is too long."); return state; }
public TileSaveData(TileState state, int sprIndex, bool isVisited) { this.state = state; this.sprIndex = sprIndex; this.isVisited = isVisited; }
public void LoadContent(Vector2 position, Rectangle sourceRect, TileState state) { this.position = position; this.sourceRect = sourceRect; this.state = state; }
public void SetState(TileState state, bool invalidate = true) { _State = state; if (invalidate) { if (IsWall) { _SprRenderer.sprite = TileSpriteManager.Instance.GetRandomWallSprite(out _SprIndex); //_BoxCollider.enabled = true; } else if(IsExit) { _SprRenderer.sprite = TileSpriteManager.Instance.GetExitSprite(); } else { _SprRenderer.sprite = TileSpriteManager.Instance.GetRandomGroundSprite(out _SprIndex); //_BoxCollider.enabled = false; } } }
public void Init(int x, int y, TileState state) { _CachedTransform.position = new Vector2(x, y); _Pos = new Position(x, y); _IsVisited = false; this.SetState(state); _CachedTransform.SetParent(TileManager.Instance._TileGroup); //Invalidate(); }
public void ApplySaveData(TileSaveData data) { _State = data.state; _SprIndex = data.sprIndex; _IsVisited = data.isVisited; if(IsWall) { _SprRenderer.sprite = TileSpriteManager.Instance.GetWallSpriteFromIndex(_SprIndex); } else if(IsExit) { _SprRenderer.sprite = TileSpriteManager.Instance.GetExitSprite(); } else { _SprRenderer.sprite = TileSpriteManager.Instance.GetGroundSpriteFromIndex(_SprIndex); } }