Esempio n. 1
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	//
	// Create a list of stacks with each animal in its own stack
	//
	private void InitialiseStacks()
	{
		// Create stacks of each animal
		levelStacks = new List<AnimalStack> ();
		for(int i = 0; i < gameAnimals.Count; i++)
		{
			// Create a stack and add an animal to it
			AnimalStack temp = new AnimalStack();
			gameAnimals[i].GetComponent<AnimalBehaviour>().SetParentStack(temp,0);
			temp.Add(gameAnimals[i]);
			levelStacks.Add(temp);
		}

		// Initialise index
		stackIndex = 0;
		animalIndex = 0;

		// Quick access to current stack/animal
		currentStack = levelStacks[stackIndex];
		currentAnimal = levelStacks[stackIndex].Get(animalIndex);

		// Activate the animal
		currentAnimal.GetComponent<AnimalBehaviour>().Activate();

		// Get height of the animals
		animalHeight = currentAnimal.transform.localScale.y;
	}
Esempio n. 2
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	void Start ()
	{
		CreateGrid ();

		// Create animals and assign them to their respective stacks
		AnimalStack stack1 = new AnimalStack ();
		GameObject animal1 = CreateAnimal ("Animal1", 2, 3, Color.yellow, stack1);

		AnimalStack stack2 = new AnimalStack ();
		GameObject animal2 = CreateAnimal ("Animal2", 9, 8, Color.green, stack2);

		AnimalStack stack3 = new AnimalStack ();
		GameObject animal3 = CreateAnimal ("Animal3", 5, 2, Color.red, stack3);

		AnimalStack stack4 = new AnimalStack ();
		GameObject animal4 = CreateAnimal ("Animal4", 1, 7, Color.blue, stack4);

		AnimalStack shepherdStack = new AnimalStack ();
		GameObject shepherd = CreateShepherd ("Shepherd", 6, 7, new Color(230.0f/255.0f, 160.0f/255.0f, 0.0f), shepherdStack);

		// Add all stacks to the stacks list
		stacks = new List<AnimalStack> ();
		stacks.Add (stack1);
		stacks.Add (stack2);
		stacks.Add (stack3);
		stacks.Add (stack4);
		stacks.Add (shepherdStack);

		currentStack = stacks [0];

		stackIndex = 0;
		animalIndex = 0;
		
		currentAnimal = stacks [stackIndex].animals [animalIndex];
		throwingMode = false;

		// Set up shaders
		diffuse = Shader.Find ("Legacy Shaders/Diffuse Fast");
		outlined = Shader.Find ("Outlined/Silhouetted Diffuse");

		// Highlight first animal
		UpdateHighlight ();

		// Set up throwing range lists
		throwingBoxes = new List<GameObject>[4];
		for(int i=0; i<4; i++){
			throwingBoxes[i] = new List<GameObject>();
		}
	}
Esempio n. 3
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	void SwitchAnimal (bool goingUp)
	{
		// Switching up
		if (goingUp) {
			do {
				// Check if there are moveable animals remaining in current stack
				if (animalIndex < currentStack.animals.Count - 1) {
					animalIndex++;
				} 
			// Otherwise, choose new stack
			else {
					// Start at beginning of next stack
					animalIndex = 0;
					// If at end of stacks list, return to beginning of list
					if (stackIndex == stacks.Count - 1) {
						stackIndex = 0;
					}
				// Otherwise, choose next stack in list
				else {
						stackIndex++;
					}
					// Update current stack
					currentStack = stacks [stackIndex];
				}
			} while(stacks[stackIndex].animals[animalIndex].name.Equals("Shepherd"));
		} 
		// Switching down
		else {
			do {
				// Check if there are moveable animals remaining in current stack
				if (animalIndex > 0) {
					animalIndex--;
				} 
			// Otherwise, choose new stack
			else {
					// If at beginning of stacks list, return to end of list
					if (stackIndex == 0) {
						stackIndex = stacks.Count - 1;
					}
				// Otherwise, choose next stack in list
				else {
						stackIndex--;
					}
					// Update current stack
					currentStack = stacks [stackIndex];
					// Start at top of stack
					animalIndex = currentStack.animals.Count - 1;
				}
			} while(stacks[stackIndex].animals[animalIndex].name.Equals("Shepherd"));
		}

		lastAnimal = currentAnimal;
		currentAnimal = currentStack.animals [animalIndex];
		
		// Highlight currently selected animal
		UpdateHighlight ();
		
		if(throwingMode){
			// Every animal starts in movement mode
			throwingMode = false;
			ClearThrowingBoxes();
			UpdateHighlight();
		}
	}
Esempio n. 4
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	// Throw animals towards target block
	public void ThrowAnimals (){
		Vector3 movement = throwTarget.transform.localPosition - currentAnimal.transform.localPosition;
		movement.y = 0; // Heigh changes calculated in TransferAnimals()
		AnimalStack targetStack = StackAtTarget (movement);
		
		if (targetStack == null) {
			targetStack = new AnimalStack ();
			stacks.Add (targetStack);
		}

		lastAnimal = currentAnimal;
		
		// Move current animal to be up one in the stack, as stack being thrown starts there
		currentAnimal = currentStack.animals [++animalIndex];
		
		TransferAnimals (targetStack, movement);
		
		throwingMode = false;
		ClearThrowingBoxes ();
		UpdateHighlight ();
	}
Esempio n. 5
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	// Transfers animals from one stack to another
	// Note: "Target" is a newly created List if animals are moving off a stack back to the ground
	public void TransferAnimals(AnimalStack target, Vector3 movement){
		List<GameObject> sourceStack = currentStack.animals;
		List<GameObject> targetStack = target.animals;
		
		// Get height at which animals should be popped onto
		float movingHeight;
		// If moving onto floor, target stack is empty
		if (targetStack.Count == 0) {
			movingHeight = -animalHeight/2; // Subtract half of animal height to place animal on grid surface
		}
		// Moving onto another stack - get height of topmost animal to place moving animals
		else {
			if(targetStack[targetStack.Count-1].name.Equals("Shepherd"))
			{
				// If just shepherd in stack, animals go to floor beneath it
				if(targetStack.Count==1){
					movingHeight = -animalHeight/2;
				}
				// Otherwise move on top of topmost non-shepherd animal
				else{
					movingHeight = targetStack[targetStack.Count-2].transform.localPosition.y;
				}
			}
			else
			{
				movingHeight = targetStack[targetStack.Count-1].transform.localPosition.y;
			}
			
		}

		// Place moving animals into a temporary list, and remove from previous stack
		List<GameObject> tempStack = new List<GameObject>(sourceStack.GetRange (animalIndex, sourceStack.Count-animalIndex));
		sourceStack.RemoveRange (animalIndex, sourceStack.Count-animalIndex);
		
		// Move animals to correct heights
		Vector3 newHeight = tempStack [0].transform.localPosition;
		for (int i=0; i<tempStack.Count; i++) {
			newHeight.y = movingHeight + 1.0f * (i+1);
			tempStack[i].transform.localPosition = newHeight;
		}
		// Move animals to correct x and z positions
		MoveAnimals(tempStack, movement);
		
		GameObject shepherdTemp = null;
		// If moving onto stack with shepherd on top, remove shepherd before adding animals
		if((targetStack.Count > 0) && targetStack[targetStack.Count-1].name.Equals("Shepherd"))
		{
			shepherdTemp = targetStack[targetStack.Count-1];
			targetStack.RemoveAt(targetStack.Count-1);
		}
		// Add animals to the target stack
		targetStack.AddRange (tempStack);

		// If shepherd was temporarily removed, add it back to the top of the stack
		if(shepherdTemp != null)
		{	
			Vector3 shepherdHeight = targetStack[targetStack.Count-1].transform.localPosition;
			shepherdHeight.y += animalHeight; 
			shepherdTemp.transform.localPosition = shepherdHeight;
			targetStack.Add(shepherdTemp);
		}
		// Remove currentStack from stacks list if all animals from it have moved
		if (animalIndex == 0) {
			stacks.Remove(currentStack);
		}
		
		// If only shepherd was thrown, give control back to animal which did the throwing
		if (currentAnimal.name.Equals ("Shepherd")) {
			currentAnimal = lastAnimal;
			lastAnimal = currentAnimal;
			animalIndex = currentStack.animals.IndexOf(currentAnimal);
		} else {
			// Control remains with animal added to stack
			animalIndex = targetStack.Count - tempStack.Count;
			// Remove 1 from index if shepherd present
			if (shepherdTemp != null) {
				animalIndex--;
			}
			stackIndex = stacks.IndexOf (target);
			// Update current stacks and animals
			currentStack = target;
		}

		tempStack.Clear ();
	}
Esempio n. 6
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	// Moves animal stack
	void MoveStack(Vector3 movement){
		AnimalStack targetStack = StackAtTarget (movement);
		
		// Moving onto another stack
		if(targetStack!=null){
			//Debug.Log("Moving onto other stack.");
			TransferAnimals(targetStack, movement);
		}
		// Move onto ground
		else{
			// If bottom animal is the one moving, there is no need to make new stack
			if(animalIndex==0){
				//	Debug.Log("No need for new stack.");
				MoveAnimals(currentStack.animals, movement);
			}
			// Otherwise, create a new stack from the animals leaving previous stack
			else {
				//Debug.Log("Making new stack.");
				AnimalStack newStack = new AnimalStack();
				stacks.Add(newStack);
				TransferAnimals(newStack, movement);
			}
		}
		
		stepCount++;
	}
Esempio n. 7
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	GameObject CreateShepherd(string shepherdName, int StartingX, int StartingZ, Color col, AnimalStack animalStack)
	{
		GameObject shepherd = GameObject.CreatePrimitive (PrimitiveType.Sphere);
		shepherd.name = shepherdName;
		shepherd.transform.localScale = new Vector3 (1.0f, 1.0f, 1.0f);
		shepherd.transform.localPosition = new Vector3 (StartingX * planeSideLength, animalHeight/2, StartingZ * planeSideLength);
		shepherd.GetComponent<Renderer> ().material = diffuseMat;
		shepherd.GetComponent<Renderer> ().material.color = col;
		
		animalStack.animals.Add (shepherd);
		
		return shepherd;
	}
Esempio n. 8
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	// Creates an animal at a certain grid location, with a certain colour (animal type), and stack which they belong to
	GameObject CreateAnimal(string animalName, int StartingX, int StartingZ, Color col, AnimalStack animalStack)
	{
		GameObject animal = GameObject.CreatePrimitive (PrimitiveType.Cylinder);
		animal.name = animalName;
		animal.transform.localScale = new Vector3 (1.0f, 0.5f, 1.0f);
		animal.transform.localPosition = new Vector3 (StartingX * planeSideLength, animalHeight/2, StartingZ * planeSideLength);
		animal.GetComponent<Renderer> ().material = diffuseMat;
		animal.GetComponent<Renderer> ().material.color = col;
		
		animalStack.animals.Add (animal);
		
		return animal;
	}
Esempio n. 9
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	public void UpdateIndices(GameObject animal)
	{
		// Search all stacks and set index's
		for(int stack = 0; stack < levelStacks.Count; stack++)
		{
			// Check if the stack contains the animal
			if(levelStacks[stack].Contains(animal))
			{
				// Store indices and update
				stackIndex = stack;
				currentStack = levelStacks[stackIndex];
				animalIndex = currentStack.GetIndex(animal);
				currentAnimal = levelStacks[stackIndex].Get (animalIndex);
				
				break;
			}
		}
	}
Esempio n. 10
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	//
	// Merges a stack into the current one 
	// StackA represents the one we want to merge into ours
	// StackB represents our current stack
	// pos represents how we want to merge
	//
    public void MergeStack(AnimalStack stackA, AnimalStack stackB, ExecutePosition pos)
	{
		AnimalStack newStack = new AnimalStack();
		Vector3 basePos = stackA.Get(0).transform.position;

		// Define the order to merge stacks
		switch(pos)
		{
			// Places the current stack on top of the new one (i.e. we should use this for walking into a stack)
            case ExecutePosition.TOP:
				newStack.GetList().AddRange(stackB.GetList());
				newStack.GetList().AddRange(stackA.GetList());
					break;

			// Places the current stack beneath the new one (i.e. we should use this for falling ontop of the stack)
            case ExecutePosition.BOTTOM:
				newStack.GetList().AddRange(stackA.GetList());
				newStack.GetList().AddRange(stackB.GetList());
					break;
		}

		// Refresh stack
		for(int i = 0; i < newStack.GetSize(); i++)
		{
			
			// Make animals above base animal non-kinematic
			if(i>0)
			{
				newStack.Get(i).GetComponent<Rigidbody>().isKinematic = false;
				newStack.Get(i).GetComponent<Rigidbody>().useGravity = false;
			}

			// Refresh position
			newStack.Get(i).transform.position = basePos + new Vector3(0, animalHeight * i, 0);
			newStack.Get(i).GetComponent<AnimalBehaviour>().SetParentStack(newStack, i);
			newStack.Get(i).GetComponent<AnimalBehaviour>().currentVelocity = new Vector3(0.0f,0.0f,0.0f);

			// Keep rotation same as base rotation
			newStack.Get (i).transform.rotation = newStack.Get(0).transform.rotation;
		}

		// Remove the old stacks
		levelStacks.Remove(stackA);
		levelStacks.Remove(stackB);

		// Add the new one
		levelStacks.Add(newStack);

		// Refresh selections
		UpdateIndices(currentAnimal);

        // Stop merging for a period
        DisableMerge();
	}
Esempio n. 11
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    //
    // Splits a stack, adding everything from the index upwards into its own stack
    // pos represents how we want to split
    // Top represents stepping of a stack
    // Bottom represents gecko stepping out beneath stack
    //
	public void SplitStack(AnimalStack oldStack, int index, ExecutePosition pos, Vector3 moveDirection)
	{
		AnimalStack newStack = new AnimalStack();

        if(pos.Equals(ExecutePosition.TOP))
        {
            // Add animals to new stack and remove from old
            newStack.GetList().AddRange( oldStack.GetList().GetRange(index, oldStack.GetSize() - index) );
            oldStack.GetList ().RemoveRange(animalIndex, oldStack.GetSize()-animalIndex);

            // Update stack
            for(int i = 0; i < newStack.GetSize(); i++)
            {
                // Move animals in direction
				//newStack.Get(i).transform.position = newStack.Get (i).transform.position + moveDirection*1.1f*animalHeight;// + new Vector3(0.0f, -animalHeight*animalIndex,0.0f);
                
                // Update parent and index
                newStack.Get(i).GetComponent<AnimalBehaviour>().SetParentStack(newStack, i);
            }
            
            // Enable base animal
            newStack.Get(0).GetComponent<Rigidbody>().useGravity = true;

            // Add new stack to levelStacks before updating the selection so it can be considered
            levelStacks.Add(newStack);

            // Refresh selection
            UpdateSelectedAnimal(newStack.Get(0));
        }
        else if(pos.Equals(ExecutePosition.BOTTOM))
        {
            Vector3 basePos = oldStack.Get(0).transform.position;

            // Add gecko to the new stack
            newStack.GetList().AddRange( oldStack.GetList().GetRange(0, index));

            // Remove gecko from the old stack
            oldStack.GetList().RemoveRange(0, index);

            // Reposition the old stack
            for(int i = 0; i < oldStack.GetSize(); i++)
            {
                // Move animals in direction
                oldStack.Get(i).transform.position = basePos + new Vector3(0.0f, animalHeight*i,0.0f);

                // Refresh index
                oldStack.Get(i).GetComponent<AnimalBehaviour>().SetParentStack(oldStack, i);
            }

            // Reposition the new stack
            for(int i = 0; i < newStack.GetSize(); i++)
            {
                // Move animals in direction
				newStack.Get(i).transform.position = basePos + moveDirection*1.1f*animalHeight;// + new Vector3(0.0f, -animalHeight*animalIndex,0.0f);
                
                // Refresh index
                newStack.Get(i).GetComponent<AnimalBehaviour>().SetParentStack(newStack, i);
            }

            // Add new stack to the list
            levelStacks.Add(newStack);
        }

        // Stop merging for a period
        DisableMerge();
	}
Esempio n. 12
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    public void SetParentStack(AnimalStack a, int i)
    {
        parentStack = a;
        animalIndex = i; 

        // Calculate position in stack
        stackLocalPosition = new Vector3(0, i * animalHeight, 0);
    }