Exemple #1
0
    //private int cableIndex = 0;

    // Update is called once per frame
    void Update()
    {
        if (!MapUtility.GamePaused)
        {
            if (pickedUpObject != null)
            {
                Vector3 MouseworldPoint = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 65.0f));
                var     currentPosition = grid.GetCellCenterWorld(grid.WorldToCell(new Vector3(MouseworldPoint.x, pickedUpObject.transform.position.y, MouseworldPoint.z)));

                //muri invisibili
                if (currentPosition.x < -400)
                {
                    currentPosition.x = -400;
                }
                if (currentPosition.x > 400)
                {
                    currentPosition.x = 400;
                }

                if (currentPosition.z < -500)
                {
                    currentPosition.z = -500;
                }

                if (currentPosition.z > 500)
                {
                    currentPosition.z = 500;
                }

                //eventuali collisioni vanno controllate solo se
                //Cip sta maneggiando un cavo
                //AND
                //è presente più di un cavo sulla mappa
                if (currentPosition.x != transform.position.x || currentPosition.z != transform.position.z)
                {
                    if (MapUtility.IsChipWiring)//&& MapUtility.Cables.Count >= 2)
                    {
                        if (!MapUtility.IsPositionNearPin(gameObject.transform.position).Item1)
                        {
                            MapUtility.PreventReattaching = false;
                        }

                        var finalPosition = MapUtility.GetBestFinalLocationForMovement(transform.position, currentPosition);
                        transform.position = finalPosition;

                        var cable = MapUtility.Cables.First(cableA => cableA.IsConnectedToCip);
                        cable.Instance.transform.position = finalPosition;
                    }
                    else
                    {
                        //durante il drag, se Chip è vicino ad un pin (e non sta collegando) viene automaticamente attaccato a quest'ultimo
                        //(drop on mobile)
                        if (MapUtility.IsPositionNearPin(currentPosition).Item1)
                        {
                            var pin = MapUtility.IsPositionNearPin(currentPosition).Item2;
                            gameObject.transform.position = new Vector3(pin.AttachmentPoint.Item1.x, 0, pin.AttachmentPoint.Item1.z);
                        }
                        else
                        {
                            transform.position = new Vector3(currentPosition.x, transform.position.y, currentPosition.z);
                        }
                    }
                }
                //rilascio del mouse/pressione touch
                if (Input.GetMouseButtonUp(0))
                {
                    pickedUpObject = null;
                    if (MapUtility.IsPositionNearPin(gameObject.transform.position).Item1)
                    {
                        //Chip vicino ad un pin
                        var pin = MapUtility.IsPositionNearPin(gameObject.transform.position).Item2;
                        if (MapUtility.IsChipWiring && pin.Type.Equals(PinType.Lower) && !pin.IsConnected && !MapUtility.PreventReattaching)
                        {
                            //Il pin vicino a Chip era della fila inferiore e Chip stava trasportando un cavo -> collego il cavo al pin
                            gameObject.transform.position = new Vector3(pin.AttachmentPoint.Item1.x, 0, pin.AttachmentPoint.Item1.z);
                            var cable = MapUtility.Cables.First(cableA => cableA.IsConnectedToCip);
                            cable.Instance.transform.position = pin.AttachmentPoint.Item1 + new Vector3(0, 0, 0);
                            cable.Instance.transform.rotation = pin.AttachmentPoint.Item2;
                            cable.IsConnectedToCip            = false;

                            MapUtility.SetWiring(false);
                            pin.IsConnected    = true;
                            pin.CableConnected = cable;

                            AudioManager.Instance().PlayAttachDetach();
                        }
                        else if (MapUtility.IsChipWiring && pin.Type.Equals(PinType.Upper) && pin.IsConnected) //distruggi cavo
                        {
                            //Il pin vicino a Chip era della fila superiore, Chip sta trasportando un cavo, ed il cavo e' collegato proprio a questo pin -> scollego il cavo
                            MapUtility.setCollisionMap(gameObject.transform.position.x, gameObject.transform.position.z, CollisionEntity.getNoCollisionEntity());
                            gameObject.transform.position = new Vector3(pin.AttachmentPoint.Item1.x, 0, pin.AttachmentPoint.Item1.z + 150);


                            MapUtility.SetWiring(false);
                            pin.IsConnected = false;

                            UnityEngine.Object.Destroy(pin.CableConnected.Instance);
                            MapUtility.Cables.Remove(pin.CableConnected);
                            pin.CableConnected = null;

                            AudioManager.Instance().PlayAttachDetach();
                        }
                        else if (!MapUtility.IsChipWiring && pin.Type.Equals(PinType.Upper) && !pin.IsConnected)
                        {
                            //Il pin vicino a Chip era della fila superiore, Chip non sta trasportando un cavo, ed il pin non ha un cavo collegato -> creo un nuovo cavo che Chip trasportera'
                            gameObject.transform.position  = new Vector3(pin.AttachmentPoint.Item1.x, 0, pin.AttachmentPoint.Item1.z);
                            cablePrefab.transform.position = pin.AttachmentPoint.Item1;
                            var prefabInstance = Instantiate(cablePrefab);
                            prefabInstance.GetComponent <Renderer>().material.color = pin.Instance.GetComponent <Renderer>().material.color;
                            var newCable = new Cable()
                            {
                                Instance         = prefabInstance,
                                IsConnectedToCip = true,
                                index            = pin.Index
                            };

                            MapUtility.Cables.Add(newCable);

                            MapUtility.SetWiring(true);
                            pin.IsConnected    = true;
                            pin.CableConnected = newCable;
                            TrailManager.Instance().addPoint(cablePrefab.transform.position);
                            MapUtility.setCollisionMap(cablePrefab.transform.position.x, cablePrefab.transform.position.z, CollisionEntity.getFullCollisionEntity());
                            AudioManager.Instance().PlayAttachDetach();
                        }
                        else if (!MapUtility.IsChipWiring && pin.Type.Equals(PinType.Lower) && pin.IsConnected) //stacca cavo
                        {
                            //Il pin vicino a Chip era della fila inferiore, Chip non sta trasportando un cavo, ed il pin ha un cavo collegato -> stacco il cavo dal pin e lo faccio trasportare da Chip
                            MapUtility.PreventReattaching = true;
                            MapUtility.SetWiring(true);

                            pin.IsConnected = false;
                            pin.CableConnected.IsConnectedToCip = true;
                            TrailManager.Instance().UpdateCablePointsOnDetach();
                            pin.CableConnected.Instance.transform.position = gameObject.transform.position;

                            GameManager.Instance().CheckForPossibleDepletionPauses(pin);

                            AudioManager.Instance().PlayAttachDetach();
                        }
                    }
                    else if (MapUtility.IsChipWiring && MapUtility.isCollisionOnPointHole(transform.position))
                    {
                        //rilascio avvenuto su un buco mentre Chip stava trasportando un cavo
                        //aquisisco le istanze del buco, del cavo trasportato da chip
                        var chipCable     = MapUtility.Cables.First(cableA => cableA.IsConnectedToCip);
                        var hole          = ((Hole)MapUtility.getCollisionMap(transform.position.x, transform.position.z));
                        var holeConnected = hole.IsConnected;
                        if (holeConnected)
                        {
                            //Se il buco ha un cavo collegato significa che sono ritornato sul buco trasportando il cavo uscente da esso -> scollego/distruggo il cavo
                            hole.IsConnected    = false;
                            hole.CableConnected = null;
                            hole.Exiting(directions.Top);
                            MapUtility.SetWiring(false);

                            UnityEngine.Object.Destroy(chipCable.Instance);
                            MapUtility.Cables.Remove(chipCable);

                            AudioManager.Instance().PlayAttachDetach();
                        }
                        else
                        {
                            //Il buco non ha un cavo collegato -> collego il cavo che sto trasportando al buco
                            chipCable.IsConnectedToCip = false;
                            MapUtility.SetWiring(false);
                            hole.IsConnected    = true;
                            hole.CableConnected = chipCable;
                            AudioManager.Instance().PlayAttachDetach();
                        }
                    }
                    else if (!MapUtility.IsChipWiring && MapUtility.isCollisionOnPointHole(transform.position))
                    {
                        //Chip non trasporta un cavo e rilascio la pressione su un buco
                        //Acquisisco l'istanza del buco su cui Chip si e' fermato
                        Hole newHole = (Hole)MapUtility.getCollisionMap(transform.position.x, transform.position.z);
                        if (!newHole.IsConnected)
                        {
                            Hole connectedHole;

                            try
                            {
                                connectedHole = MapUtility.Holes.First(holeA => holeA.IsConnected == true);
                            }
                            catch (InvalidOperationException)
                            {
                                connectedHole = null;
                            }
                            if (connectedHole != null)
                            {
                                //Controllo se e' presente un buco che ha un cavo collegato -> creo un nuovo cavo e lo collego a Chip
                                cablePrefab.transform.position = transform.position;
                                var prefabInstance = Instantiate(cablePrefab);
                                prefabInstance.GetComponent <Renderer>().material.color = connectedHole.CableConnected.Instance.GetComponent <Renderer>().material.color;
                                var newCable = new Cable()
                                {
                                    Instance         = prefabInstance,
                                    IsConnectedToCip = true,
                                    index            = connectedHole.CableConnected.index
                                };

                                MapUtility.Cables.Add(newCable);

                                MapUtility.SetWiring(true);
                                newHole.IsConnected    = true;
                                newHole.CableConnected = newCable;
                                newHole.cableCreatedOnHole();
                                TrailManager.Instance().addPoint(cablePrefab.transform.position);
                                AudioManager.Instance().PlayAttachDetach();
                            }
                        }
                        else
                        {
                            List <Hole> connectedHoles = MapUtility.Holes.Where(holeA => holeA.IsConnected == true).ToList();
                            if (connectedHoles.Count == 1)
                            {
                                //Il buco su cui Chip si e' fermato e' l'unico collegato -> scollego il cavo e Chip inizia a trasportarlo
                                MapUtility.SetWiring(true);
                                connectedHoles.ElementAt(0).IsConnected = false;
                                connectedHoles.ElementAt(0).CableConnected.IsConnectedToCip = true;
                                connectedHoles.ElementAt(0).CableConnected = null;
                                AudioManager.Instance().PlayAttachDetach();
                            }
                            else if (connectedHoles.ElementAt(0).CableConnected.index != connectedHoles.ElementAt(1).CableConnected.index)
                            {
                                //il buco su cui Chip si e' fermato non e' l'unico ma ci sono cavi diversi collegati ai due buchi -> scollego il cavo
                                MapUtility.SetWiring(true);
                                newHole.IsConnected = false;
                                newHole.CableConnected.IsConnectedToCip = true;
                                newHole.CableConnected = null;
                                AudioManager.Instance().PlayAttachDetach();
                            }
                        }
                    }
                }
            }
            else
            {
                if (Input.GetMouseButton(0))
                {
                    Ray        m_ray = Camera.main.ScreenPointToRay(Input.mousePosition);
                    RaycastHit m_hit;
                    bool       result = Physics.Raycast(m_ray, out m_hit);
                    //se l'hit del raycast è troppo lontano da Chip, non aggiorno il transform di Chip
                    //(per evitare teletrasporti di Chip al click sullo schermo)
                    if (result &&
                        Math.Abs(transform.position.x - m_hit.point.x) < 50 && Math.Abs(transform.position.z - m_hit.point.z) < 50)
                    {
                        pickedUpObject = m_hit.transform.gameObject;
                    }
                }
            }
        }
    }
Exemple #2
0
    void Start()
    {
        //cambia dimensione camera ortografica in base alla dimensione dello schermo in modo da mostrare l'intera board
        camera.orthographicSize = Screen.height * 800 / 1920;


        gm    = this;
        lives = maxLives;
        numberFluxesDepleteded = 0;
        levelCompleted         = false;

        SaveManager.Instance().SaveLastScene(SceneManager.GetActiveScene().name);

        MapUtility.LowerPins = new List <Pin>();
        MapUtility.UpperPins = new List <Pin>();
        MapUtility.Holes     = new List <Hole>();
        MapUtility.Bridges   = new List <Bridge>();

        MapUtility.IsChipWiring = false;

        var lowPins   = MapUtility.GetAllObjectsOnlyInScene().Where(x => x.name.Contains("LPin")).OrderBy(pin => pin.name).ToList();
        var upperPins = MapUtility.GetAllObjectsOnlyInScene().Where(x => x.name.Contains("UPin")).OrderBy(pin => pin.name).ToList();
        var holes     = MapUtility.GetAllObjectsOnlyInScene().Where(x => x.name.Contains("Hole")).OrderBy(hole => hole.name).ToList();
        var bridges   = MapUtility.GetAllObjectsOnlyInScene().Where(x => x.name.Contains("Bridge")).ToList();

        MapUtility.collisionMapBaseSetup();

        //per ogni lowPin trovato, creo un'istanza di Pin
        var pinIndex = 0;

        foreach (var pin in lowPins)
        {
            var attachmentPosition = pin.transform.GetChild(0).position;
            var attachmentRotation = pin.transform.GetChild(0).rotation;
            var attachment         = new Tuple <Vector3, Quaternion>(attachmentPosition, attachmentRotation);

            var pinInstance = new Pin()
            {
                IsConnected     = false,
                Type            = PinType.Lower,
                Instance        = pin,
                AttachmentPoint = attachment,
                Index           = pinIndex
            };
            MapUtility.setCollisionMap(attachmentPosition.x, attachmentPosition.z, CollisionEntity.getFullCollisionEntity());
            MapUtility.LowerPins.Add(pinInstance);
            pinIndex++;
        }

        //per ogni upperPin trovato, creo un'istanza di Pin
        pinIndex = 0;
        foreach (var pin in upperPins)
        {
            var attachmentPosition = pin.transform.GetChild(0).position;
            var attachmentRotation = pin.transform.GetChild(0).rotation;
            var attachment         = new Tuple <Vector3, Quaternion>(attachmentPosition, attachmentRotation);

            var spawnPointPosition = new Vector3(attachmentPosition.x, attachmentPosition.y, attachmentPosition.z - 950);
            var fluxSpawnPoint     = new Tuple <Vector3, Quaternion>(spawnPointPosition, attachmentRotation);

            var pinInstance = new Pin()
            {
                IsConnected     = false,
                Type            = PinType.Upper,
                Instance        = pin,
                FluxSpawnPoint  = fluxSpawnPoint,
                AttachmentPoint = attachment,
                Index           = pinIndex
            };
            MapUtility.setCollisionMap(attachmentPosition.x, attachmentPosition.z, CollisionEntity.getFullCollisionEntity());
            MapUtility.UpperPins.Add(pinInstance);
            pinIndex++;
        }

        idleFluxes      = new List <Flux>();
        depletingFluxes = new List <Flux>();

        //salva i buchi trovati nella scena
        foreach (var hole in holes)
        {
            var holeInstance = new Hole()
            {
                IsConnected = false,
                Instance    = hole
            };

            MapUtility.Holes.Add(holeInstance);
            MapUtility.setCollisionMap(hole.transform.position.x, hole.transform.position.z, holeInstance);
        }

        //salva i ponti trovati nella scena
        foreach (var bridge in bridges)
        {
            var bridgeInstance = new Bridge();
            MapUtility.Bridges.Add(bridgeInstance);
            MapUtility.setCollisionMap(bridge.transform.position.x, bridge.transform.position.z, bridgeInstance);
        }
        //flag per prevenire lo spawn dei flussi, == true nei tutorial
        if (!preventFluxSpawning)
        {
            //il livello 7 prevede la possibilità di spawnare due flussi contemporaneamente su due pin diversi
            if (SceneManager.GetActiveScene().name == "Level 7")
            {
                StartCoroutine(spawnRandomFluxesForeverWithDoubleFlux());
            }
            else
            {
                StartCoroutine(spawnRandomFluxesForever());
            }
        }

        MapUtility.GamePaused = false;
    }