//---- used to 'teleport' creatures across the map--------------

    public void moveModel(GameObject[] path = null, int currentX = 0, int currentY = 0, int currentZ = 0, int endX = 1, int endY = 1, int endZ = 1)
    {//(wip) this function will move the model across the grid
        Grid_Character_Movement Grid_Character_Movement = new Grid_Character_Movement();

        g = Grid_Character_Movement.findGridUnitByCordinate(endX, endY, endZ);

        if (g == null)
        {
            print("There seems to be a problem");
        }
        else
        {
            creature.transform.position = g.transform.position; // is just a place holder for now

            // animate character moving
            // must read the array and animate the model accordingling
        }
    }
Exemple #2
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    public void ai_mouseHover(int x, int y, int z, bool unselect = false)
    {//(wip) this function will update the mouse selection
        if (unselect == false)
        {
            Grid_Character_Movement Grid_Character_Movement = new Grid_Character_Movement();

            GameObject g = Grid_Character_Movement.findGridUnitByCordinate(x, y, z);
            script = g.GetComponent <Grid_Unit_Script>();

            selectedGridUnit.x = script.x;
            selectedGridUnit.y = script.y;
            selectedGridUnit.z = script.z;

            script.selection.SetActive(true);
        }

        if (unselect == true)
        {
            script.selection.SetActive(false);
        }

        print("The enemy has selected a space");
    }
    // ------------------- action processing -----------------------------

    public void outgoingActionProcessing(int[] creaturePos, int[,] targetPos, Action act = null)
    {//(wip) this script will find the creature to do the action to and will send the needed data to that given creature
        if (isTurn)
        {
            if (numOfAvailibleActions > 0)
            {
                Grid_Character_Movement Grid_Character_Movement = new Grid_Character_Movement();

                if (currentAct != null)
                {
                    act = currentAct;
                }
                if (act == null)
                {
                    print("this creature needs an action selected first");
                }
                else
                {
                    print("processing the action " + act.name);

                    Grid_Character_Movement.resetAreaOfMovement();

                    Grid_Character_Movement.findAreaOfMovement(currentX: creaturePos[0], currentY: creaturePos[1], currentZ: creaturePos[2], numOfSteps: act.range);

                    GameObject[] creatures = GameObject.FindGameObjectsWithTag("creature");

                    for (int i = 0; i < targetPos.GetLength(0); i++)
                    {
                        int x = targetPos[i, 0];
                        int y = targetPos[i, 1];
                        int z = targetPos[i, 2];

                        foreach (GameObject creature in creatures)
                        {
                            int creatureX = creature.GetComponent <Creature_Stats>().currentX;
                            int creatureY = creature.GetComponent <Creature_Stats>().currentY;
                            int creatureZ = creature.GetComponent <Creature_Stats>().currentZ;

                            if (creatureX == x && creatureY == y && creatureZ == z && !Grid_Character_Movement.gridUnitChecker(Grid_Character_Movement.findGridUnitByCordinate(x, y, z)))
                            {
                                print("a target has been found");
                                foundTarget = true;

                                creature.GetComponent <Grid_Character_Turn_Manager>().incomingActionProcessing(act);
                            }
                        }
                    }

                    //run polish here--------------

                    if (act.animationName != null)
                    {
                        if (act.animationAccessType == "trigger")
                        {
                            Grid_Character_Model_Movement.preformAnimationTrigger(act.animationAccessID);
                        }
                        if (act.animationAccessType == "bool")
                        {
                            Grid_Character_Model_Movement.preformAnimationBool(act.animationAccessID);
                        }
                    }

                    //----------------------------

                    numOfAvailibleActions--;
                    Grid_Character_Movement.resetAreaOfMovement();
                }
            }
            else
            {
                print("this creature has no more actions avalible");
            }
        }
        else
        {
            print("it is not this creatures turn");
        }
    }