Esempio n. 1
0
    // ----------------------------------------------------------------
    //  Doers
    // ----------------------------------------------------------------
    public void UpdateBeamView()
    {
        int numBeamSegments;

        // Oh, if my Beam has been destroyed, say it's got no segments; just stop rendering it completely. (There will be a small visual inconsistency, but it's almost impossible to notice.)
        if (!MyBeam.IsInPlay)
        {
            numBeamSegments = 0;
        }
        else
        {
            numBeamSegments = MyBeam.NumSegments;
        }
        // Make more segments if we need them!
        int numNewSegmentViews = numBeamSegments - segmentViews.Count;

        for (int i = 0; i < numNewSegmentViews; i++)
        {
            segmentViews.Add(GetNewSegmentView());
        }
        // Activate/deactivate the right ones!
        for (int i = 0; i < numBeamSegments; i++)
        {
            BoardOccupant   sourceOccupant = MyBeam.GetSegment(i).SourceOccupant;
            BoardObjectView sourceView     = MyBoardView.TEMP_GetObjectView(sourceOccupant);
            segmentViews[i].Activate(sourceView);
        }
        for (int i = numBeamSegments; i < segmentViews.Count; i++)
        {
            segmentViews[i].Deactivate();
        }
    }
Esempio n. 2
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    public void Activate(BoardObjectView _view)
    {
        sourceObjView = _view;
        //Activate(_view.Pos, _view.Rotation);
        //}
        //private void Activate(Vector2 _pos, float _rot) {
        this.gameObject.SetActive(true);
        //sourcePos = _pos;
        //sourceRot = _rot;

        UpdateSegmentView();
    }
Esempio n. 3
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    private BoardObjectView AddObjectView(BoardObject sourceObject)
    {
        GameObject prefab = resourcesHandler.GetBoardObjectView(sourceObject);

        if (prefab == null)
        {
            return(null);
        }                                    // Safety check.
        BoardObjectView newView = Instantiate(prefab).GetComponent <BoardObjectView>();

        newView.Initialize(this, sourceObject);
        allObjectViews.Add(newView);
        return(newView);
    }
    //public BeamRendererColliderLine[] Debug_colliderLines { get { return colliderLines; } }


    // ----------------------------------------------------------------
    //  Initialize
    // ----------------------------------------------------------------
    public BeamRendererCollider(BoardView _myBoardView, BoardObjectView _myObjectView)
    {
        beamRendererColliderArena = _myBoardView.BeamRendererColliderArena;
        myObjectView = _myObjectView;

        // Shrink everyone down uniformly if they're movable.
        float unitSize = _myBoardView.UnitSize;

        diameter = unitSize * 0.98f;
        if (myObject is BoardOccupant && (myObject as BoardOccupant).IsMovable)
        {
            diameter = unitSize * 0.75f;
        }

        // Set my lines hardcodedly!
        //if (myObject is Mirror) { InitializeLinesForMirror (); }
        if (myObject is BeamGoal)
        {
            InitializeLinesForBeamGoalOrSource(0.5f);
        }
        else if (myObject is BeamSource)
        {
            InitializeLinesForBeamGoalOrSource(0.1f);
        }
        //else if (myObject is Bucket) { InitializeLinesForBucket (); }
        //else if (myObject is Portal) { InitializeLinesForPortal (); }
        //else if (myObject is Wall) { InitializeLinesForWall (); }
        else if (myObject is Player)
        {
            InitializeLinesForPlayer();
        }
        else
        {
            InitializeLinesForDefaultSquare();
        }

        // Update my actual lines right off the bat!
        UpdateLines();
    }
 public BeamRendererColliderLine(BoardObjectView myObjectView, Line line, BeamRendererCollision.Types collisionType)
 {
     this._myObjectView  = myObjectView;
     this._line          = line;
     this._collisionType = collisionType;
 }
 public BeamRendererColliderLine(BoardObjectView myObjectView, BeamRendererCollision.Types collisionType)
 {
     this._myObjectView  = myObjectView;
     this._line          = new Line(); // default to an empty line for now.
     this._collisionType = collisionType;
 }
 public BeamRendererColliderLine(Line line)
 {
     this._myObjectView  = null;
     this._line          = line;
     this._collisionType = BeamRendererCollision.Types.End;
 }
Esempio n. 8
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 public void Deactivate()
 {
     this.gameObject.SetActive(false);
     sourceObjView = null;
 }