/// <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(); } }
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(); }
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)); }
protected PlayerActionScript GetPlayerActionScript() { if (this.playerActionScript == null) { this.playerActionScript = TurnManager.GetCurrentPlayer().GetComponent <PlayerActionScript>(); } return(this.playerActionScript); }
private PlayerActionScript GetPlayerActionScript() { if (playerActionScript == null) { playerActionScript = player.GetComponent <PlayerActionScript>(); } return(playerActionScript); }
public void SwitchTurn(RaycastHit hit) { PlayerActionScript p = hit.collider.GetComponent <PlayerActionScript>(); if (p != this) { //EndAction(false); TurnManager.SwitchTurn(p); } }
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); }
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); }
public SwitchTurnAction(AudioSource selectionSound, AudioSource continuousSound, AudioSource endActionSound, PlayerActionScript target) : base(selectionSound, continuousSound, endActionSound) { this.target = target; }
public virtual bool isActionPossible(PlayerActionScript player) { throw new NotImplementedException(); }
public override bool isActionPossible(PlayerActionScript player) { return true; }