Exemple #1
0
    // Detaches from currently attached players.
    public void Detach()
    {
        // Remove associations to other BindEngine instances
        if (boundObjects.Any())
        {
            for (int i = boundObjects.Count - 1; i >= 0; i--)
            {
                BindEngine other = boundObjects[i];
                Debug.Log(string.Format("BindEngine: unbinding objects {0} and {1}", gameObject.name, other.gameObject.name));
                other.boundObjects.Remove(this);
                boundObjects.RemoveAt(i);
            }
        }

        // Remove all bind displays and joints. This assumes that bindJoints and bindDisplays always
        // have the same lengths, since no other code explicitly removes them even if an object in
        // the list is destroyed.
        for (int i = bindJoints.Count - 1; i >= 0; i--)
        {
            Joint2D joint = bindJoints[i];
            if (joint != null)
            {
                Destroy(joint);
            }
            bindJoints.RemoveAt(i);

            GameObject bd = bindDisplays[i];
            if (bd != null)
            {
                Destroy(bd);
            }
            bindDisplays.RemoveAt(i);
        }
    }
Exemple #2
0
    private GameObject bindDisplayTemplate; // BindDisplayObject template

    // Attempts to attach to all colliding players.
    public void Attach()
    {
        Rigidbody2D rb;

        rb = GetComponent <Rigidbody2D>();
        if (rb == null)
        {
            return;
        }

        Collider2D[] collisions = new Collider2D[Player.MaxCollisionCount];
        rb.GetContacts(collisions);

        // Check each colliding collider
        foreach (Collider2D collider in collisions)
        {
            if (collider == null)
            {
                continue;
            }

            // If it has a BindEngine instance, try to bind!
            GameObject otherObject = collider.gameObject;
            BindEngine target      = otherObject.GetComponent <BindEngine>();
            if (target != null)
            {
                Bind(target);
            }
        }
    }
Exemple #3
0
    void Awake()
    {
        // Find our Rigidbody2D and ParticleSystem components
        rb = GetComponent <Rigidbody2D>();
        SpriteRenderer spriteRenderer = GetComponent <SpriteRenderer>();

        if (playerID == 0) // Player ID should never be zero (this is the prefab default)
        {
            Debug.LogWarning("Player object has invalid ID 0!");
        }
        else if (playerID <= playerColors.Count())
        {
            // Set the player color to the preset color for the current player ID, if one exists.
            string hexcolor = playerColors[playerID - 1];
            Debug.Log(string.Format("Setting color of player {0} to {1}", playerID, hexcolor));
            spriteRenderer.color = Utils.HexColor(hexcolor);
        }
        color  = spriteRenderer.color;  // Set our color attribute for other scripts
        sprite = spriteRenderer.sprite; // Ditto for our current sprite

        simpleTextMesh = Resources.Load <GameObject>("SimpleTextMesh");
        createIDLabel();

        bindEngine = gameObject.AddComponent <BindEngine>();
        gfx        = gameObject.AddComponent <PlayerGFX>();
        gfx.color  = color;
    }
Exemple #4
0
    private void CreateBindDisplay(BindEngine target)
    {
        // Create a new bind display object from our prefab, if one doesn't exist already.
        GameObject bdo = Instantiate(bindDisplayTemplate);

        bdo.transform.SetParent(transform);

        // Set the bind display script to track this character and the other one.
        BindDisplay bdoScript = bdo.GetComponent <BindDisplay>();

        bdoScript.object1 = gameObject;
        bdoScript.object2 = target.gameObject;

        bindDisplays.Add(bdo);
        target.bindDisplays.Add(bdo);
    }
Exemple #5
0
    public void Bind(BindEngine target)
    {
        if (boundObjects.Contains(target))
        {
            return;
        }
        ;
        // Create a relative (angle and distance preserving) joint between the two objects.
        RelativeJoint2D joint = gameObject.AddComponent <RelativeJoint2D>();

        joint.connectedBody   = target.gameObject.GetComponent <Rigidbody2D>();
        joint.enableCollision = false;
        Debug.Log(string.Format("BindEngine: binding objects {0} and {1}", gameObject.name, target.gameObject.name));

        bindJoints.Add(joint);
        target.bindJoints.Add(joint);

        boundObjects.Add(target);
        target.boundObjects.Add(this);

        CreateBindDisplay(target);
    }
Exemple #6
0
        public static string BindEngine(string entidad, FieldArray fields, IDictionary extendedProperties)
        {
            BindEngine bindengine = new BindEngine(entidad, fields, extendedProperties);

            return(bindengine.ToString());
        }