private bool SaveRoute() { DATA_Route route = new DATA_Route(); route.mName = rRouteNamingUI.rRouteName.text; route.mSpots = new Vector2[mCurRoute.mNodes.Count]; for (int i = 0; i < mCurRoute.mNodes.Count; i++) { Vector2 vConvertedSpot = new Vector2(); vConvertedSpot = mCurRoute.mNodes[i].transform.position; vConvertedSpot -= (Vector2)mCurRoute.mNodes[0].transform.position; vConvertedSpot *= 10f; // hardcoding because 500 pixel field == 50 meters. - HACK vConvertedSpot.x = (float)System.Math.Round(vConvertedSpot.x, 0); vConvertedSpot.y = (float)System.Math.Round(vConvertedSpot.y, 0); route.mSpots[i] = vConvertedSpot; } if (IO_RouteList.FWRITE_ROUTE(route) == false) { Debug.Log("Route not saved properly"); return(false); } // Don't change the state here. return(true); }
// I've settled on the first prototype being a trail of evenly spaced VERY small dots. private void RenderRoute(DT_PlayerRole role, PLY_SnapSpot snapSpot) { Vector3 vPos = role.mStart; vPos.z = vPos.y - 1f; vPos.y = 1f; vPos += snapSpot.transform.position; DATA_Route rt = IO_RouteList.FLOAD_ROUTE_BY_NAME(role.mDetail); for (int i = 0; i + 1 < rt.mSpots.Length; i++) { // render a bunch of spots, along the path from a -> b. Vector3 vStartPos = vPos + UT_VecConversion.ConvertVec2(rt.mSpots[i]); Vector3 vFinalPos = vPos + UT_VecConversion.ConvertVec2(rt.mSpots[i + 1]); Vector3 vIterPos = vStartPos; Vector3 vDir = Vector3.Normalize(vFinalPos - vStartPos); while (Vector3.Dot(vDir, vFinalPos - vIterPos) > 0f) { Instantiate(GFX_RouteTrail, vIterPos, transform.rotation); vIterPos += vDir * 1f; } } }
public void BT_Save() { Debug.Log("Name: " + mNameField.text); if (mNameField.text == "") { Debug.Log("No valid name yet"); return; } DATA_Route r = new DATA_Route(); r.mName = mNameField.text; r.mSpots = new Vector2[mNodes.Count]; r.mSpots[0].x = 0f; r.mSpots[0].y = 0f; // Now I need to convert these guys. for (int i = 1; i < r.mSpots.Length; i++) { Vector2 v = new Vector2(); int xDif = mNodes[i].x - mNodes[i - 1].x; int yDif = mNodes[i].y - mNodes[i - 1].y; v.x = xDif * 2f; v.y = yDif * -2f; Debug.Log(v); r.mSpots[i] = v; } IO_RouteList.FWRITE_GRID_ROUTE(r); }
// save the current route to the disk. public void BT_RouteNamed() { Debug.Log("BT_ROuteNamed"); if (mState != ROUTE_TOOL_STATE.SSAVING) { Debug.Log("Woah, not in saving state"); return; } // If the route already exists, then we ask them if they want to overwrite. if (IO_RouteList.FCHECK_ROUTE_EXISTS(rRouteNamingUI.rRouteName.text)) { rOverwriteRouteUI.SetActive(true); } else { if (SaveRoute() == false) { Debug.Log("Error saving route"); } else { mState = ROUTE_TOOL_STATE.SCLOSED; } } }
public void FDisplayJobs() { // Destroy existing jobs. PE_Route[] oldRoutes = FindObjectsOfType <PE_Route>(); for (int i = 0; i < oldRoutes.Length; i++) { oldRoutes[i].FDestroySelf(); } PE_BlockImg[] blockImages = FindObjectsOfType <PE_BlockImg>(); for (int i = 0; i < blockImages.Length; i++) { Destroy(blockImages[i].gameObject); } // For all the receivers in the scene, spawn a route object. // actually, spawn THEIR route, on them. PE_Role[] roles = FindObjectsOfType <PE_Role>(); foreach (PE_Role role in roles) { if (role.mRole == "Route") { DATA_Route route = IO_RouteList.FLOAD_ROUTE_BY_NAME(role.mDetails); if (route == null) { Debug.Log("Woah, incorrect route: " + role.mDetails); return; } else { PE_Route rt = Instantiate(PF_Route); rt.mTag = role.mTag; foreach (Vector2 spot in route.mSpots) { Vector2 vSpot = spot; vSpot /= 10f; // manual conversion, hacky I know. vSpot += (Vector2)role.transform.position; // on the player who they belong to. var node = Instantiate(PF_RouteSpot, vSpot, role.transform.rotation); rt.mNodes.Add(node); rt.mLineRenderer.positionCount = rt.mNodes.Count; Vector3 lineSpot = node.transform.position; lineSpot.z = 0f; rt.mLineRenderer.SetPosition(rt.mNodes.Count - 1, lineSpot); } } } else if (role.mRole == "Pass Block" || role.mRole == "Run Block") { Vector2 vBlockSpot = role.transform.position; vBlockSpot.y -= 0.1f; // manual fudge factor. Instantiate(PF_BlockImage, vBlockSpot, transform.rotation); } } }
void Start() { IO_DefPlays.FLOAD_PLAYS(); IO_PlayList.FLOAD_PLAYS(); IO_RouteList.FLOAD_ROUTES(); IO_Settings.FLOAD_SETTINGS(); IO_ZoneList.FLOAD_ZONES(); mDebugText.text = "Loading in stuffs"; // IO_RouteList.FWRITE_ALL_ROUTES_AS_TEXT(); DeleteOldFilesFromPlayArtDirectories(); TransferCurrentFormationsAndPlaysIntoPlayArtDirectories(); mDebugText.text = "Should have transfered text files with formation and plays"; mState = SplashState.SLOGO; mAudioMixer.SetFloat("MASTER_VOLUME", IO_Settings.mSet.lMasterVolume); ENTER_Logo(); }
void Start() { cPlaySetter = GetComponent <PRAC_SetUpPlay>(); cShowDefence = GetComponent <PRAC_ShowDefense>(); mState = PRAC_STATE.SPOST_PLAY; mPreSnapState = PRESNAP_STATE.SREADYTOSNAP; mPickPlayState = PICKPLAY_STATE.SOFFENSE; IO_PlayList.FLOAD_PLAYS(); IO_DefPlays.FLOAD_PLAYS(); IO_ZoneList.FLOAD_ZONES(); IO_RouteList.FLOAD_ROUTES(); PRS_AssignMan.FLOAD_PRIORITIES(); // Won't affect the build, but will affect the editor. IO_Settings.FLOAD_SETTINGS(); // IO_RouteList.FCONVERT_TO_TEXT_FILES(); // IO_PlayList.FCONVERT_TO_TEXT_FILES(); // IO_DefPlays.FCONVERT_TO_TEXT_FILES(); // IO_ZoneList.FCONVERT_TO_TEXT_FILES(); MN_PauseScreen.SetActive(false); }
void Start() { IO_RouteList.FLOAD_ROUTES(); IO_PlayList.FLOAD_PLAYS(); }
void Awake() { IO_Settings.FLOAD_SETTINGS(); IO_RouteList.FLOAD_ROUTES(); TDC_EventManager.FRemoveAllHandlers(); }
// For now we are ignoring the defensive play name. public void FSetUpPlay(string sOffName, string sDefName, PLY_SnapSpot rSnapSpot) { // ------------------------------- LOAD IN PLAYERS DATA_Play playToRun = IO_PlayList.FLOAD_PLAY_BY_NAME(sOffName); if (playToRun == null) { Debug.Log("No play of that name"); } // Now we just pretend there were no issues, so we put our players in their spots. for (int i = 0; i < playToRun.mPlayerRoles.Length; i++) { Vector3 vPlayerSpot = new Vector3(); vPlayerSpot.x = playToRun.mPlayerRoles[i].mStart.x; vPlayerSpot.z = playToRun.mPlayerRoles[i].mStart.y; vPlayerSpot += rSnapSpot.transform.position; var clone = Instantiate(PF_OffensivePlayer, vPlayerSpot, transform.rotation); clone.mJob.mTag = playToRun.mPlayerRoles[i].mTag; clone.mJob.mRole = playToRun.mPlayerRoles[i].mRole; clone.mJob.mDetail = playToRun.mPlayerRoles[i].mDetail; } int randomDefPlay = Random.Range(0, IO_DefPlays.mPlays.Length); // DATA_Play defPlay = IO_DefPlays.mPlays[randomDefPlay]; DATA_Play defPlay = IO_DefPlays.FLOAD_PLAY_BY_NAME(sDefName); PRAC_UI ui = FindObjectOfType <PRAC_UI>(); ui.mDefensivePlayName.text = defPlay.mName; // spawn a defensive player according to the play. for (int i = 0; i < defPlay.mPlayerRoles.Length; i++) { Vector3 vPlayerSpot = new Vector3(); vPlayerSpot.x = defPlay.mPlayerRoles[i].mStart.x; vPlayerSpot.z = defPlay.mPlayerRoles[i].mStart.y; vPlayerSpot += rSnapSpot.transform.position; var clone = Instantiate(PF_DefensivePlayer, vPlayerSpot, transform.rotation); clone.mJob.mTag = defPlay.mPlayerRoles[i].mTag; clone.mJob.mRole = defPlay.mPlayerRoles[i].mRole; clone.mJob.mDetail = defPlay.mPlayerRoles[i].mDetail; } // --------------------------------------------- Set all athletes to waiting for snap. PRAC_Ath[] athletes = FindObjectsOfType <PRAC_Ath>(); foreach (PRAC_Ath athlete in athletes) { athlete.mState = PRAC_Ath.PRAC_ATH_STATE.SPRE_SNAP; } // --------------------------------------------- Re-arrange offensive and defensive player pointers left->right. PRAC_Off[] offenders = FindObjectsOfType <PRAC_Off>(); PRAC_Def[] defenders = FindObjectsOfType <PRAC_Def>(); SortPlayersLeftToRight(offenders); SortPlayersLeftToRight(defenders); // -------------------------------------- For route runners, load in their routes. IO_RouteList.FLOAD_ROUTES(); for (int i = 0; i < offenders.Length; i++) { if (offenders[i].mJob.mRole == "Route") { // Yep, memory not allocated error if we don't do this here. offenders[i].GetComponent <OFF_RouteLog>().mRouteSpots = new List <Vector3>(); DATA_Route rt = IO_RouteList.FLOAD_ROUTE_BY_NAME(offenders[i].mJob.mDetail); foreach (Vector2 routeSpot in rt.mSpots) { Vector3 vSpot = offenders[i].transform.position; vSpot.x += routeSpot.x; vSpot.z += routeSpot.y; // Also, shove the spot into the receiver, just for now. offenders[i].GetComponent <OFF_RouteLog>().mRouteSpots.Add(vSpot); // Instantiate(PF_RouteNode, vSpot, transform.rotation); } } } // ---------------------------------------------------------- Shove the player "into" the QB character. for (int i = 0; i < offenders.Length; i++) { if (offenders[i].mJob.mTag == "QB") { Vector3 vSpot = offenders[i].transform.position; vSpot.y = 1f; FindObjectOfType <PC_Controller>().transform.position = vSpot; } } // ------------------------------------------ Now we're assigning the man for man coverage. // An offense has 5 eligible receivers on every play, so we actually SHOULD go by that, not their routes. // Update, we've added PRS_AssignMan which globally stores the order that tags should be covered, and the same for defense. List <PRAC_Off> elibibleRecs = new List <PRAC_Off>(); foreach (PRAC_Off off in offenders) { if (PRS_AssignMan.FELIGIBLE_RECEIVER(off.mJob.mTag)) { elibibleRecs.Add(off); } } elibibleRecs = PRS_AssignMan.FSORT_RECEIVER_IMPORTANCE(elibibleRecs); List <PRAC_Def> defsInMan = new List <PRAC_Def>(); foreach (PRAC_Def def in defenders) { if (def.mJob.mRole == "Man") { Debug.Log("Added"); defsInMan.Add(def); } } defsInMan = PRS_AssignMan.FSORT_DEFENDER_IMPORTANCE(defsInMan); // Now we finally start assigning man coverage responsibility. for (int i = 0; i < defsInMan.Count; i++) { if (elibibleRecs.Count <= 0) { break; } defsInMan[i].GetComponent <DEF_ManLog>().rMan = elibibleRecs[0]; elibibleRecs.RemoveAt(0); } // ---------- ALIGN MAN DEFENDERS TO THE GUY THEY'RE COVERING for (int i = 0; i < defsInMan.Count; i++) { Vector3 vManPos = defsInMan[i].GetComponent <DEF_ManLog>().rMan.transform.position; vManPos.z += 7f; defsInMan[i].transform.position = vManPos; } }