Esempio n. 1
0
    /// Called by player when get into this block.
    /// This function represents an "input" if the automaton, it can change state safely.
    public bool Engage(Vector2 loc, int playerID)
    {
        if (state != State.FreeToCatch && state != State.SettleDown)
        {
            return(false);
        }

        target                    = null;
        this.playerID             = playerID;
        t                         = catchingTime;
        radius                    = MaxDistance(loc);
        circle.transform.position = loc;
        if (state == State.SettleDown)
        {
            UnSettle();
        }
        state = State.Catching;

        var crd = circle.GetComponent <SpriteRenderer>();

        crd.color = Camp.GetColor(playerID);
        target    = Camp.GetTarget(playerID);
        foreach (var i in subs)
        {
            i.target = target;
        }

        return(true);
    }
Esempio n. 2
0
    void LateUpdate()
    {
        if (!inited)
        {
            //Debug.Log("init");
            target = Camp.GetTarget(playerID);
            if (target != null && target.grids != null && playerID != 0)
            {
                target = Camp.GetTarget(playerID);
                subs   = new Image[target.width, target.height];
                //Debug.Log(subs == null);
                //Debug.Log(target.width +" "+ target.height);
                //Debug.Log("* " + subs.GetLength(0) + " " + subs.GetLength(1));
                //Debug.Log("* " + target.grids.GetLength(0) + " " + target.grids.GetLength(1));
                Vector2 cur = new Vector2(0.0f, 0.0f);
                for (int i = 0; i < target.width; i++)
                {
                    for (int j = 0; j < target.height; j++)
                    {
                        if (target.grids[i, j])
                        {
                            var x = Instantiate(subDisplayerSource, this.gameObject.transform);
                            subs[i, j] = x.GetComponent <Image>();
                            x.transform.localPosition = new Vector2(cur.x, -cur.y);
                        }
                        cur.x += offset.x;
                    }
                    cur.y += offset.y;
                    cur.x  = 0.0f;
                }
                inited = true;
            }
            else
            {
                //Debug.Log("failed.");
                return;
            }
        }

        //Debug.Log(subs.GetLength(0) + " " + subs.GetLength(1));
        //Debug.Log(target.grids.GetLength(0) + " " + target.grids.GetLength(1));

        if (inited)
        {
            for (int i = 0; i < target.width; i++)
            {
                for (int j = 0; j < target.height; j++)
                {
                    if (subs[i, j] && target.grids[i, j])
                    {
                        if (target.grids[i, j].established)
                        {
                            Color c = target.grids[i, j].establishedColor * Camp.GetColor(playerID);
                            c.a = 1.0f - (1.0f - c.a) * 0.7f;
                            subs[i, j].color = c;
                        }
                        else
                        {
                            subs[i, j].color = target.grids[i, j].disabledColor * Camp.GetColor(playerID);
                        }

                        if (target.grids[i, j].isBonus)
                        {
                            subs[i, j].color = target.grids[i, j].rd.color * 1.3f;
                        }
                    }
                }
            }
        }
    }