Exemple #1
0
    public void BuildShip(Ship ship)
    {
        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);
    }
Exemple #2
0
    public void BuildShip()
    {
        Ship  ship  = new Ship("Ship " + shipCount, 10, 10);
        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.parent   = this.transform;

        fleetToObjectMap.Add(fleet, shipObject);
    }
Exemple #3
0
    // 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;
            }
        }
    }
Exemple #4
0
    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 #5
0
    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;
            }
        }
    }