Exemple #1
0
 public Vector3 ComputeTopLeftPointOfTile(IntPoint2D tileIndex)
 {
     return(scenarioInfo.ComputeTopLeftPointOfTile(tileIndex));
 }
Exemple #2
0
    IEnumerator Wander()
    {
        Vector3    startPos = gameObject.transform.position, endPos = startPos;
        Quaternion startAngle = gameObject.transform.rotation;
        Quaternion endAngle   = startAngle;
        bool       rotating   = false;

        ScenarioMgr.Direction nextFacing = facing;
        IntPoint2D            nextTile   = curTile;

        while (wandering)
        {
            bool       goingNowhere = false;
            int        x = curTile.xCoord, y = curTile.yCoord;
            IntPoint2D tileAhead = curTile, tileLeft = curTile, tileRight = curTile, tileBehind = curTile;
            switch (facing)
            {
            case ScenarioMgr.Direction.Left:
                tileAhead  = new IntPoint2D(x - 1, y);
                tileRight  = new IntPoint2D(x, y - 1);
                tileLeft   = new IntPoint2D(x, y + 1);
                tileBehind = new IntPoint2D(x + 1, y);
                break;

            case ScenarioMgr.Direction.Up:
                tileLeft   = new IntPoint2D(x - 1, y);
                tileAhead  = new IntPoint2D(x, y - 1);
                tileBehind = new IntPoint2D(x, y + 1);
                tileRight  = new IntPoint2D(x + 1, y);
                break;

            case ScenarioMgr.Direction.Right:
                tileBehind = new IntPoint2D(x - 1, y);
                tileRight  = new IntPoint2D(x, y + 1);
                tileLeft   = new IntPoint2D(x, y - 1);
                tileAhead  = new IntPoint2D(x + 1, y);
                break;

            case ScenarioMgr.Direction.Down:
                tileRight  = new IntPoint2D(x - 1, y);
                tileBehind = new IntPoint2D(x, y - 1);
                tileAhead  = new IntPoint2D(x, y + 1);
                tileLeft   = new IntPoint2D(x + 1, y);
                break;
            }
            // pick direction
            int p = Random.Range(0, 100);
            if (p < 30)
            {
                goingNowhere = true;
                rotating     = false;
            }
            else if (p < 60 && scenarioInfo.IsPassableTile(tileAhead))
            {
                rotating   = false;
                nextFacing = facing;
                nextTile   = tileAhead;
            }
            else if (p < 80 && scenarioInfo.IsPassableTile(tileLeft))
            {
                rotating   = true;
                nextTile   = tileLeft;
                nextFacing = ScenarioMgr.GetLeftTurn(facing);
            }
            else if (scenarioInfo.IsPassableTile(tileRight))
            {
                rotating   = true;
                nextTile   = tileRight;
                nextFacing = ScenarioMgr.GetRightTurn(facing);
            }
            else if (scenarioInfo.IsPassableTile(tileBehind))
            {
                rotating   = true;
                nextTile   = tileBehind;
                nextFacing = ScenarioMgr.GetReverseDirection(facing);
            }
            else
            {
                goingNowhere = true;
                rotating     = false;
            }

            startPos   = transform.position;
            startAngle = gameObject.transform.rotation;

            if (goingNowhere)
            {
                //Debug.Log("no road to move to");
                // no rotation, no movement, no nothing -- just wait things out for a second
                yield return(new WaitForSeconds(tileMoveTime));
            }
            else
            {
                endPos = scenarioInfo.ComputeTopLeftPointOfTile(nextTile) + citizenTileOffset;
                // compute ending position
                switch (nextFacing)
                {
                case ScenarioMgr.Direction.Left:
                    endAngle = Quaternion.Euler(0, 180, 0);
                    break;

                case ScenarioMgr.Direction.Up:
                    endAngle = Quaternion.Euler(0, 90, 0);
                    break;

                case ScenarioMgr.Direction.Down:
                    endAngle = Quaternion.Euler(0, 270, 0);
                    break;

                case ScenarioMgr.Direction.Right:
                    endAngle = Quaternion.Euler(0, 0, 0);
                    break;
                }
                float elapsedTime = 0;
                if (rotating)
                {
                    // first handle the rotation
                    while (elapsedTime < this.turnTime)
                    {
                        this.gameObject.transform.rotation = Quaternion.Slerp(startAngle, endAngle, (elapsedTime / this.turnTime));
                        elapsedTime += Time.deltaTime;
                        yield return(0);
                    }
                }
                //Debug.Log("starting movement from " + startPos.ToString() + " to " + endPos.ToString());
                //Debug.Log("from tile " + curTile.ToString() + " to " + nextTile.ToString());
                // move
                float moveTime = this.tileMoveTime;
                if (!scenarioInfo.IsRoadTile(curTile))
                {
                    moveTime = moveTime * 2;
                }
                elapsedTime = 0;
                while (elapsedTime <= moveTime)
                {
                    this.gameObject.transform.position = Vector3.Lerp(startPos, endPos, (elapsedTime / moveTime));
                    elapsedTime += Time.deltaTime;
                    yield return(0);
                }
                // fix data for next tile
                this.facing  = nextFacing;
                this.curTile = nextTile;
                startPos     = this.gameObject.transform.position;
                startAngle   = endAngle;
            }
        }
        //Debug.Log("Starting takepath coroutine from Wander");
        //startPath = true;
    }