public static bool playerInteractedWith(Vector3 location)
 {
     if (Input.GetMouseButtonDown(1))
     {
         Vector3 mousePos = PositionMath.getMouseLocation();
         if ((location - mousePos).magnitude < GlobalConstants.InteractionDistance)
         {
             if ((getPlayerPosition() - location).magnitude < GlobalConstants.PlayerInteractionDistance)
             {
                 return(true);
             }
         }
     }
     if (Input.GetKeyDown(KeyCode.Space))
     {
         if ((getPlayerPosition() - location).magnitude < GlobalConstants.PlayerInteractionDistance)
         {
             return(true);
         }
     }
     return(false);
 }
Exemple #2
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    // This method creates a galaxy of stars and planet information.
    public void CreateGalaxy()
    {
        starToObjectMap = new Dictionary <Star, GameObject>();

        Random.InitState(seedNumber);

        galaxyView = true;

        int failCount = 0;

        for (int i = 0; i < numberOfStars; i++)
        {
            Star starData = new Star("Star" + i, Random.Range(1, 10));
            //Debug.Log("Created " + starData.starName + " with " + starData.numberOfPlanets + " planets");
            CreatePlanetData(starData);

            Vector3 cartPosition = PositionMath.RandomPosition(minimumRadius, maximumRadius);

            Collider[] positionCollider = Physics.OverlapSphere(cartPosition, minDistBetweenStars);

            if (positionCollider.Length == 0)
            {
                GameObject starGO = SpaceObjects.CreateSphereObject(starData.starName, cartPosition, this.transform);
                starToObjectMap.Add(starData, starGO);
                failCount = 0;
            }
            else
            {
                i--;
                failCount++;
            }

            if (failCount > numberOfStars)
            {
                Debug.LogError("Could not fit all the stars in the galaxy. Distance between stars too big!");
                break;
            }
        }
    }
    // This method creats the galaxy arms
    void CreateArms()
    {
        // Spawn Arms
        for (int i = 0; i < numberOfArms; i++)
        {
            for (int j = 0; j < starsPerArmRounded; j++)
            {
                float armAngle  = (((Mathf.PI * 2f) / numberOfArms) * i);
                float starAngle = (((Mathf.PI * 2f) / starsPerArmRounded) * j);

                float angle    = PositionMath.SpiralAngle(armAngle, starAngle) + Random.Range(-Mathf.PI / (2 * numberOfArms), Mathf.PI / (2 * numberOfArms));
                float distance = (6 * numberOfArms) * Mathf.Sqrt(j + 1) + minimumRadius;

                Vector3 cartPosition = PositionMath.PolarToCart(distance, angle);

                int failCount = 0;

                bool collision = PositionMath.CheckCollisions(minDistBetweenStars, cartPosition);

                if (collision != true)
                {
                    Star starData = CreateStarData(starCount);
                    starData.starPosition = cartPosition;
                    starCount++;
                    CreateStarObject(starData, cartPosition);
                    failCount = 0;
                }
                else
                {
                    j--;
                    failCount++;
                }
                if (failCount > numberOfStars)
                {
                    break;
                }
            }
        }
    }
Exemple #4
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    // This method creates the solar system view after a star is clicked on in the galaxy view
    public void CreateSolarSystem(Star star)
    {
        CameraController.cameraController.ResetCamera();

        Random.InitState(Galaxy.GalaxyInstance.seedNumber);

        Galaxy.GalaxyInstance.galaxyView = false;

        SpaceObjects.CreateSphereObject(star.starName, Vector3.zero, this.transform);

        for (int i = 0; i < star.planetList.Count; i++)
        {
            Planet planet = star.planetList[i];

            Vector3 planetPos = PositionMath.PlanetPosition(i);

            SpaceObjects.CreateSphereObject(planet.planetName, planetPos, this.transform);

            GameObject orbit = SpaceObjects.CreateOrbitPath(OrbitSpritePrefab, planet.planetName + " Orbit", i + 1, this.transform);
        }

        galaxyViewButton.interactable = true;
    }
Exemple #5
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    public void BuildShip()
    {
        if (PlayerManager.PlayerManagerInstance.playerResources.credits >= 10
            &&
            PlayerManager.PlayerManagerInstance.playerResources.minerals >= 10)
        {
            // Subtract 10 Credits
            PlayerManager.PlayerManagerInstance.playerResources.SubtractResource(1, 10);

            // Subtract 10 Minerals
            PlayerManager.PlayerManagerInstance.playerResources.SubtractResource(2, 10);

            Debug.Log("You now have: " + PlayerManager.PlayerManagerInstance.playerResources.credits
                      + " Credits and " + PlayerManager.PlayerManagerInstance.playerResources.minerals + " Minerals");

            Ship ship = new Ship("Ship " + shipCount, 10, 10);
            SolarSystem.SolarSystemInstance.currentPlanet.starBase.buildCue.Add(ship);

            GUIManagementScript.GUIManagerInstance.UpdateShipProductionUI();


            Fleet fleet = new Fleet("Fleet " + (fleetList.Count + 1), ship);

            fleetList.Add(fleet);

            GameObject shipObject = GameObject.CreatePrimitive(PrimitiveType.Cube);
            shipObject.transform.position   = PositionMath.RandomPosition(-50, 50);
            shipObject.transform.localScale = new Vector3(0.2f, 0.2f, 0.2f);
            shipObject.transform.parent     = this.transform;

            fleetToObjectMap.Add(fleet, shipObject);
        }
        else
        {
            Debug.Log("Not Enough Resourses!");
        }
    }
Exemple #6
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    public void CreateSpiralGalaxy()
    {
        Random.InitState(seedNumber);

        float starsPerArm        = numberOfStars / numberOfArms;
        int   starsPerArmRounded = Mathf.RoundToInt(starsPerArm);
        int   difference         = numberOfStars - (starsPerArmRounded * numberOfArms);

        for (int i = 0; i < numberOfArms; i++)
        {
            for (int j = 0; j < starsPerArmRounded; j++)
            {
                Star  starData  = new Star("Star " + (j + (starsPerArm * i)), Random.Range(1, 10));
                float armAngle  = (((Mathf.PI * 2f) / numberOfArms) * i);
                float starAngle = (((Mathf.PI * 2f) / starsPerArmRounded) * j);

                float angle    = PositionMath.SpiralAngle(armAngle, starAngle) + Random.Range(-Mathf.PI / (2 * numberOfArms), Mathf.PI / (2 * numberOfArms));
                float distance = (4 * numberOfArms) * Mathf.Sqrt(j + 1) + minimumRadius;

                Vector3 cartPos = PositionMath.PolarToCart(distance, angle);
                SpaceObjects.CreateSphereObject(starData.starName, cartPos, this.transform);
            }
        }
    }
Exemple #7
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    public void CreateSpiralGalaxy()
    {
        float percent              = percentageStarsCentre / 100f;
        float starsInCentre        = percent * numberOfStars;
        int   starsInCentreRounded = Mathf.RoundToInt(starsInCentre);

        float starsPerArm        = (numberOfStars - starsInCentreRounded) / numberOfArms;
        int   starsPerArmRounded = Mathf.RoundToInt(starsPerArm);
        int   difference         = numberOfStars - (starsPerArmRounded * numberOfArms) - starsInCentreRounded;

        int starCount = 0;

        // Spawn Arms
        for (int i = 0; i < numberOfArms; i++)
        {
            for (int j = 0; j < starsPerArmRounded; j++)
            {
                Star starData = new Star("Star " + starCount, Random.Range(1, 10));
                starCount++;

                float armAngle  = (((Mathf.PI * 2f) / numberOfArms) * i);
                float starAngle = (((Mathf.PI * 2f) / starsPerArmRounded) * j);

                float angle    = PositionMath.SpiralAngle(armAngle, starAngle) + Random.Range(-Mathf.PI / (2 * numberOfArms), Mathf.PI / (2 * numberOfArms));
                float distance = (6 * numberOfArms) * Mathf.Sqrt(j + 1) + minimumRadius;

                Vector3 cartPosition = PositionMath.PolarToCart(distance, angle);

                int failCount = 0;

                bool collision = PositionMath.CheckCollisions(minDistBetweenStars, cartPosition);

                if (collision != true)
                {
                    GameObject starGO = SpaceObjects.CreateSphereObject(starData.starName, cartPosition, this.transform);
                    failCount = 0;
                }
                else
                {
                    j--;
                    failCount++;
                }
                if (failCount > numberOfStars)
                {
                    break;
                }
            }
        }

        // Spawn Centre
        for (int k = 0; k < starsInCentreRounded + difference; k++)
        {
            Star starData = new Star("Star " + starCount, Random.Range(1, 10));
            starCount++;
            Vector3 cartPosition = PositionMath.RandomPosition(minimumRadius, minimumRadius + (numberOfArms * 20));

            bool collision = PositionMath.CheckCollisions(minDistBetweenStars, cartPosition);

            int failCount = 0;

            if (collision != true)
            {
                GameObject starGO = SpaceObjects.CreateSphereObject(starData.starName, cartPosition, this.transform);
                failCount = 0;
            }
            else
            {
                k--;
                failCount++;
            }
            if (failCount > numberOfStars)
            {
                break;
            }
        }
    }
Exemple #8
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    public void CameraFollowTargetPosition()
    {
        Vector3 p = PositionMath.CameraLocalPositionFollowUnitLocalPosition(targetTransform.localPosition);

        transform.localPosition = p;
    }
 public void OnEvent()
 {
     GameObject.Instantiate(Resources.Load("Prefabs/match"), PositionMath.findLocationToSpawn(0), Quaternion.identity);
 }
Exemple #10
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 public void ShowTileIndicator(Vector2Int tilePos, bool flash = true)
 {
     PositionMath.SetUnitLocalPosition(tileIndicator.transform, tilePos);
     tileIndicator.SetActive(true);
     flashIndicator = flash;
 }
Exemple #11
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 public ETileType GetTileType(Vector2Int tilePos)
 {
     return(GetTileType(PositionMath.TilePositionToGridPosition(tilePos)));
 }
Exemple #12
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 public void ShowMoveRange(CharacterLogic logic)
 {
     PositionMath.InitActionScope(logic.Info.Camp, logic.GetMoveClass(), logic.GetMovement(), logic.GetTileCoord(), logic.GetSelectRangeType(), logic.GetSelectRange());
     pathShower.ShowTiles(PathShower.EPathShowerType.Move, PositionMath.MoveableAreaPoints);
     pathShower.ShowTiles(PathShower.EPathShowerType.Damage, PositionMath.AttackAreaPoints, true, false);
 }
 public void OnEvent()
 {
     EnemyController.enemies.Add(GameObject.Instantiate(Resources.Load("Prefabs/Monsters/" + enemyName), PositionMath.findLocationToSpawn(0), Quaternion.identity) as GameObject);
 }