/// <summary>
 ///     Implementation of the ITrackableEventHandler function called when the
 ///     tracking state changes.
 /// </summary>
 public void OnTrackableStateChanged(
     TrackableBehaviour.Status previousStatus,
     TrackableBehaviour.Status newStatus)
 {
     if (newStatus == TrackableBehaviour.Status.DETECTED ||
         newStatus == TrackableBehaviour.Status.TRACKED ||
         newStatus == TrackableBehaviour.Status.EXTENDED_TRACKED)
     {
         Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " found");
         OnTrackingFound();
         PlayerActionScript.ButtonTrackingFound();
     }
     else if (previousStatus == TrackableBehaviour.Status.TRACKED &&
              newStatus == TrackableBehaviour.Status.NO_POSE)
     {
         Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " lost");
         OnTrackingLost();
         PlayerActionScript.ButtonTrackingLost();
     }
     else
     {
         // For combo of previousStatus=UNKNOWN + newStatus=UNKNOWN|NOT_FOUND
         // Vuforia is starting, but tracking has not been lost or found yet
         // Call OnTrackingLost() to hide the augmentations
         OnTrackingLost();
         PlayerActionScript.ButtonTrackingLost();
     }
 }
Exemple #2
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    public static void SwitchTurn(PlayerActionScript player)
    {
        UnitActionScript unit = turnTeam.Peek();

        if (turnTeam.Contains(player))
        {
            UnitActionScript[] tempTurns = turnTeam.ToArray();
            turnTeam = new Queue <UnitActionScript>();
            turnTeam.Enqueue(player);
            foreach (UnitActionScript tact in tempTurns)
            {
                // Debug.Log("checking: "+tact+" != "+player+" ->"+ (tact != player));
                if (tact != player)
                {
                    turnTeam.Enqueue(tact);
                    PrintTurnQueue();
                }
            }
            int temp = unit.remainingActionPoints;

            unit.EndTurn();
            unit.DoReset();
            unit.remainingActionPoints = temp;
            StartTurn(false);
        }
        else
        {
            Debug.Log("selected player can't move in this turn");
        }
        PrintTurnQueue();
    }
 // Use this for initialization
 void Awake()
 {
     script_playerAction = GetComponent <PlayerActionScript>();
     bC_collider         = this.GetComponent <BoxCollider>();
     pA_playerAction     = e_PlayerAction.Falling;
     b_isFacingRight     = true;
     InitializeNullVariables();
 }
Exemple #4
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    protected override Action GetNewAction()
    {
        UnitFrameGUIScript script       = this.transform.parent.GetComponent <UnitFrameGUIScript>();
        PlayerStatusScript statusScript = script.GetPlayer();
        PlayerActionScript actionScript = statusScript.GetComponent <PlayerActionScript>();

        return(new SwitchTurnAction(selectionSound, continuousSound, endActionSound, actionScript));
    }
Exemple #5
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 protected PlayerActionScript GetPlayerActionScript()
 {
     if (this.playerActionScript == null)
     {
         this.playerActionScript = TurnManager.GetCurrentPlayer().GetComponent <PlayerActionScript>();
     }
     return(this.playerActionScript);
 }
Exemple #6
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 private PlayerActionScript GetPlayerActionScript()
 {
     if (playerActionScript == null)
     {
         playerActionScript = player.GetComponent <PlayerActionScript>();
     }
     return(playerActionScript);
 }
Exemple #7
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    public void SwitchTurn(RaycastHit hit)
    {
        PlayerActionScript p = hit.collider.GetComponent <PlayerActionScript>();

        if (p != this)
        {
            //EndAction(false);
            TurnManager.SwitchTurn(p);
        }
    }
Exemple #8
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    public override bool isActionPossible(PlayerActionScript player)
    {
        bool possible = true;

        if (this.open && Vector3.Distance(this.fulcrum.position, player.transform.position) < 0.6f)
        {
            possible = false;
        }
        else
        {
            possible = true;
        }
        return(possible);
    }
Exemple #9
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    public IEnumerator DoorWithUnitNextToItDoesNotMove()
    {
        PlayerActionScript unit = new PlayerActionScript();
        var door = new GameObject().AddComponent <DoorScript>();

        unit.InteractWithItem(door, 1, new InteractAction(null, null, null));
        // Use the Assert class to test conditions.
        // yield to skip a frame
        yield return(null);

        bool movingDoor = door.moving;

        Assert.IsFalse(movingDoor);
    }
Exemple #10
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 public SwitchTurnAction(AudioSource selectionSound, AudioSource continuousSound, AudioSource endActionSound, PlayerActionScript target) : base(selectionSound, continuousSound, endActionSound)
 {
     this.target = target;
 }
Exemple #11
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 public virtual bool isActionPossible(PlayerActionScript player)
 {
     throw new NotImplementedException();
 }
Exemple #12
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 public override bool isActionPossible(PlayerActionScript player)
 {
     return true;
 }