Esempio n. 1
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 public override void OnSyncedUpdate(Navi navi, ChipLogic c)
 {
     c.frametimer -= Time.deltaTime;
     if (c.chip_anim_frame > 1)            // attack is active on 3rd frame
     {
         int i = 0;
         while (i < affectedArea.Count)
         {
             if (!affectedArea[i].hit)                 // no hit from space yet, so check for hit
             // tests for hit and set to true if there is one so it won't check again
             {
                 affectedArea[i].hit = navi.shot_handler.check_position(c.power, navi.playerNumber, c.stun,
                                                                        affectedArea[i].row, affectedArea[i].col, c.elem);
             }
             i++;
         }
     }
     if (c.frametimer <= 0)
     {
         c.frametimer = c.chipFR;
         if (c.chip_anim_frame < c.chip_sprite.Length - 1)               // advance to next frame if not at end
         {
             c.chip_anim_frame++;
             foreach (SurroundTile bt in affectedArea)                     // update sprite of all burning tiles
             {
                 bt.renderer.GetComponent <SpriteRenderer>().sprite = c.chip_sprite[c.chip_anim_frame];
             }
         }
         else
         {
             c.deactivate(navi);
         }
     }
 }
Esempio n. 2
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    // Use this for initialization
    void Start()
    {
        ChipDatabase chipDataBase = GameObject.Find("Chip Database").GetComponent <ChipDatabase>();
        // !! temp: selects random key
        List <string> chipKeys = new List <string>(chipDataBase.chipDB.Keys);

        chip_logic = chipDataBase.chipDB[chipKeys[Random.Range(0, chipDataBase.chipDB.Count - 1)]];
        Debug.Log(chip_logic.ID);

        // set cost and color code
        //cost = Random.Range(1, 6);      // !!! Placeholder: Random Cost generation !!!
        //base_cost = cost;
        base_cost = chip_logic.base_cost;
        cost      = chip_logic.cost;
        cost_icon.transform.GetChild(0).GetComponent <Text>().text = "" + cost;
        //color_code = Random.Range(0, 12);
        color_code = chip_logic.color_code;
        cost_icon.GetComponent <Image>().color = ChipData.color_codes[color_code];

        // set power and element
        //elem = Random.Range(0, 9);     // !!! Placeholder: Random Elem generation !!!
        elem = chip_logic.elem;
        elem_icon.GetComponent <Image>().sprite = ChipData.elems[elem];
        power           = chip_logic.power;           // !!! Placeholder: Power Ratio to Cost !!!
        power_text.text = "" + power;
    }
Esempio n. 3
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 public override void OnSyncedUpdate(Navi navi, ChipLogic c)
 {
     c.frametimer -= Time.deltaTime;
     if (c.frametimer <= 0)
     {
         c.frametimer = c.chipFR;
         if (c.chip_anim_frame < c.chip_sprite.Length - 1)               // advance to next frame if not at end
         {
             c.chip_anim_frame++;
             c.chip_renderObj.GetComponent <SpriteRenderer>().sprite = c.chip_sprite[c.chip_anim_frame];
             if (c.chip_anim_frame > 0)                    // cannon animation has 1 frame more than shoot at the front
             {
                 navi.controlledSpriteSet(c.chip_anim_frame - 1);
             }
             if (c.chip_anim_frame == 2)
             {
                 navi.shot_handler.check_bust(c.power, navi.playerNumber, c.stun, c.elem);                     // shot fired on 3rd frame
             }
         }
         else                // animation finished
         {
             c.deactivate(navi);
         }
     }
 }
Esempio n. 4
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 public override void deactivate(Navi navi, ChipLogic c)
 {
     navi.rate_controlled = false;               // Navi controls its own animation again
     navi.swordAnim       = false;
     UnityEngine.Object.Destroy(slash_renderer); // removes the slash effect
     base.deactivate(navi, c);
 }
Esempio n. 5
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 public override void OnSyncedUpdate(Navi navi, ChipLogic c)
 {
     if (recov_amount > 3)          // HP text number increase effect (going by 3s reduces strain)
     {
         recov_amount -= 3;
         navi.HP      += 3;
     }
     else if (recov_amount > 0)             // for non divisible by 3
     {
         navi.HP     += recov_amount;
         recov_amount = 0;
     }
     c.frametimer -= Time.deltaTime;
     if (c.frametimer <= 0)
     {
         c.frametimer = c.chipFR;
         if (c.chip_anim_frame < c.chip_sprite.Length - 1)               // advance to next frame if not at end
         {
             c.chip_anim_frame++;
             c.chip_renderObj.GetComponent <SpriteRenderer>().sprite = c.chip_sprite[c.chip_anim_frame];
         }
         else                      // animation finished
         {
             if (recov_amount > 0) // add any remaining chip.power to HP if animation was too short for HOT effect
             {
                 navi.HP     += recov_amount;
                 recov_amount = 0;
             }
             c.deactivate(navi);
         }
     }
 }
Esempio n. 6
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    public override void initAnim(Navi navi, ChipLogic c)
    {
        c.chip_sprite     = effectAnim;
        c.chip_anim_frame = 0;
        c.frametimer      = c.chipFR;
        current_row       = navi.row;
        target_column     = (navi.myNavi()) ? navi.column + 3 : navi.column - 3;        // moves right if my navi, moves left if opponents
        target_column     = (target_column < 0) ? 0 : target_column;
        target_column     = (target_column > 5) ? 5 : target_column;
        target_top        = navi.field.grid[0][target_column].gameObject.transform;
        target_bottom     = navi.field.grid[2][target_column].gameObject.transform;

        //create the render object and set its position forward 3 rows
        c.chip_renderObj = new GameObject();
        c.chip_renderObj.transform.position = navi.field.grid[current_row][target_column].gameObject.transform.position;
        c.chip_renderObj.AddComponent <SpriteRenderer>();
        c.chip_renderObj.GetComponent <SpriteRenderer>().sortingOrder = 3;        //!!!!!! NEED TO FIND SOME WAY OF ORGANIZING THESE SORTING LAYERS!!!!!!
        c.chip_renderObj.GetComponent <SpriteRenderer>().sprite       = c.chip_sprite[c.chip_anim_frame];

        // initialize values
        move_up    = false;
        loop_up    = true;
        move_speed = 1.5f;                      // MOVE SPEED HARD CODED
        duration   = c.power / 2.0f;            // Duration hard coded based on chip power
        hit_row    = false;
    }
Esempio n. 7
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    }                           // empty constructor (surround pulls all animations from Tower

    public override void initAnim(Navi navi, ChipLogic c)
    {
        // grab effect sprite from Towers
        EffectDB.TOWER.initAnim(navi, c);            // initAnim() stores sprite in c.chip_sprite
        c.chip_anim_frame = 0;

        // create renderer objects in all tiles surrounding navi
        int col = 1;

        while (col >= -1)                                             // spawn in columns above, in, and below
        {
            if ((navi.column + col <= 5) && (navi.column + col >= 0)) // do not try to spawn off board
            {
                int r = 1;
                while (r >= -1)                                     // spawn in rows ahead, in, and behind (for all good columns)
                {
                    if ((navi.row + r <= 2) && (navi.row + r >= 0)) // do not try to spawn off board
                    {
                        if ((col != 0) || (r != 0))                 // do not spawn on navi
                        {
                            GameObject attack_render = new GameObject();
                            attack_render.transform.position = navi.field.grid[navi.row + r][navi.column + col].transform.position;
                            attack_render.AddComponent <SpriteRenderer>();
                            attack_render.GetComponent <SpriteRenderer>().sprite       = c.chip_sprite[c.chip_anim_frame];
                            attack_render.GetComponent <SpriteRenderer>().sortingOrder = 1;
                            SurroundTile st = new SurroundTile(navi.row + r, navi.column + col, false, attack_render);
                            affectedArea.Add(st);
                        }
                    }
                    r--;                        // row completed or failed
                }
            }
            col--;                // column completed or failed
        }
    }
    //public void OnSyncedUpdate() {	// called by the active Chip_Logic script
    //	duration_ring.fillAmount = duration;
    //}

    public void RecieveData(ChipLogic chip)
    {
        active_chip       = chip;
        chip_name.text    = chip.chipName;
        elem_icon.sprite  = ChipData.elems[chip.elem];
        chip_image.sprite = chip.chipimg;
    }
Esempio n. 9
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 public virtual void deactivate(Navi navi, ChipLogic c)
 {
     if (c.chip_renderObj != null)
     {
         UnityEngine.Object.Destroy(c.chip_renderObj); // removes the chip's sprite
     }
     navi.running_chips.Remove(c);                     // removes self from running chips list to no longer be called on synced update
 }
Esempio n. 10
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    public override void initAnim(Navi navi, ChipLogic c)
    {
        List <Sprite> subarray = new List <Sprite>();
        int           start; // index of first frame in sheet

        switch (c.sword_size)
        {
        case 1:                 // sword (1x1)
            start = 4;
            break;

        case 2:                 // longsword (1x2)
            start = 0;
            break;

        case -1:                 // widesword (3x1)
            start = 8;
            break;

        default:                // unlisted sword size: NOT A SWORD
            start = 0;
            break;
        }
        int i = 0;

        while (i < 4)           // animation is 4 frames long
        {
            subarray.Add(effectAnim[start + i]);
            i++;
        }
        slash_eff = subarray.ToArray();         // load only corresponding cannon frames
        // prepare renderer for slash effect then deactivate until time to render
        slash_renderer = new GameObject();
        slash_renderer.AddComponent <SpriteRenderer>();
        slash_frame = 0;
        slash_renderer.GetComponent <SpriteRenderer>().sprite       = slash_eff[slash_frame];
        slash_renderer.GetComponent <SpriteRenderer>().sortingOrder = 6; //top layer, hit effect shows above auras
        if (!navi.myNavi())                                              // flip slash effect horizontally when created by opponent
        {
            slash_renderer.GetComponent <SpriteRenderer>().flipX = true;
        }
        slash_renderer.SetActive(false);

        hit = true;             // reset hit check boolean to true until active frame of attack

        // take control of navi sword animation to sync animations
        c.chip_anim_frame    = 0;
        c.frametimer         = 2 * c.chipFR;    // first frame is longer
        navi.rate_controlled = true;
        navi.swordAnim       = true;
        navi.controlledSpriteSet(0);

        //sound
        navi.GetComponent <AudioSource>().PlayOneShot(Resources.Load <AudioClip>("Audio/s_sword"));

        c.interrupt = true;             //sword attacks can be interrupted at any time
    }
Esempio n. 11
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    public override void deactivate(Navi navi, ChipLogic c)
    {
        int i = 0;

        while (i < affectedArea.Count)                  // clean up render objects
        {
            UnityEngine.Object.Destroy(affectedArea[i].renderer);
            i++;
        }
        affectedArea.Clear();           // clear list
        base.deactivate(navi, c);
    }
Esempio n. 12
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    public override void initAnim(Navi navi, ChipLogic c)
    {
        c.chip_sprite = effectAnim;
        c.chip_renderObj.transform.position += navi.body_offset;         // offset sprite up to match navi
        c.chip_anim_frame = 0;
        c.chip_renderObj.GetComponent <SpriteRenderer>().sprite       = c.chip_sprite[c.chip_anim_frame];
        c.chip_renderObj.GetComponent <SpriteRenderer>().sortingOrder = 4;        //	sorted just below barrier effects
        c.chip_renderObj.GetComponent <SpriteRenderer>().color        = new Color(1f, 1f, 1f, 0.9f);
        c.frametimer = c.chipFR;
        recov_amount = c.power;

        //audio
        navi.GetComponent <AudioSource>().PlayOneShot(Resources.Load <AudioClip>("Audio/Recover HQ"));
    }
Esempio n. 13
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    public override void initAnim(Navi navi, ChipLogic c)
    {
        c.chip_sprite        = new Sprite[] { effectAnim[effectAnim.Length - 1] };      //Wrecker is currently only throw object being used and is last index
        c.chip_anim_frame    = 0;
        c.frametimer         = c.chipFR;
        navi.throwAnim       = true;
        navi.rate_controlled = true;
        navi.controlledSpriteSet(c.chip_anim_frame);
        c.chip_renderObj.transform.position = navi.transform.position + (navi.throw_offset[c.chip_anim_frame] * navi.transform.localScale.x);

        this.row = navi.row;
        this.col = navi.column;

        c.interrupt = true;             // thrown attacks can be interrupted up until the point when the object is actually thrown
    }
Esempio n. 14
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 public override void OnSyncedUpdate(Navi navi, ChipLogic c)
 {
     c.frametimer -= Time.deltaTime;
     if (!hit)               // try hit
     {
         hit = navi.shot_handler.check_sword(c.power, navi.playerNumber, c.stun
                                             , System.Math.Abs(c.sword_size), (c.sword_size < 0), c.elem);
     }
     if (c.frametimer <= 0)
     {
         c.frametimer = c.chipFR;
         if (c.chip_anim_frame < navi.swordSprite.Length - 1)               // advance to next frame if not at end
         {
             c.chip_anim_frame++;
             if (c.chip_renderObj != null)                  // chip has a sword overlay to display
             {
                 c.chip_renderObj.GetComponent <SpriteRenderer>().sprite = c.chip_sprite[c.chip_anim_frame];
             }
             navi.controlledSpriteSet(c.chip_anim_frame);            // sword effects and sword anim have same number of frames
             if (slash_renderer.activeInHierarchy)                   // animate slash effect when active
             {
                 if (slash_frame < slash_eff.Length - 1)
                 {
                     slash_frame++;
                     slash_renderer.GetComponent <SpriteRenderer>().sprite = slash_eff[slash_frame];
                 }
                 else
                 {
                     slash_renderer.SetActive(false);                                // deactivate when animation finishes
                 }
             }
             if (c.chip_anim_frame == 2)             // attack takes place on 3rd frame
             {
                 hit = false;                        // flag hit as false to start checking for hits
                 // place slash effect 1 space in front of navi
                 int target_space = (navi.myNavi()) ? navi.field_space + 1 : navi.field_space - 1;
                 slash_renderer.transform.position = navi.field.spaces[target_space].transform.position;
                 slash_renderer.SetActive(true);
             }
         }
         else                // animation finished
         {
             c.deactivate(navi);
         }
     }
 }
Esempio n. 15
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    public override void initAnim(Navi navi, ChipLogic c)
    {
        List <Sprite> subarray = new List <Sprite>();
        int           start; // index of first frame in sheet

        switch (c.ID)
        {
        case 2:                 // HiCannon
            start = 6;
            break;

        case 3:                 // MCannon
            start = 12;
            break;

        default:                // Cannon or ID not listed, so default to Cannon
            start = 0;
            break;
        }
        int i = 0;

        while (i < 6)           // animation is 6 frames long
        {
            subarray.Add(effectAnim[start + i]);
            i++;
        }
        c.chip_sprite = subarray.ToArray();                        // load only corresponding cannon frames
        c.chip_renderObj.transform.position += navi.buster_offset; // offset sprite to match navi
        c.chip_anim_frame = 0;
        c.chip_renderObj.GetComponent <SpriteRenderer>().sprite       = c.chip_sprite[c.chip_anim_frame];
        c.chip_renderObj.GetComponent <SpriteRenderer>().sortingOrder = 2;        //sorted just above navi
        c.frametimer = c.chipFR;

        // take control of navi shoot animation to sync animations
        navi.rate_controlled = true;
        navi.shootAnim       = true;
        navi.controlledSpriteSet(0);

        //audio
        navi.GetComponent <AudioSource>().PlayOneShot(Resources.Load <AudioClip>("Audio/Cannon HQ"));
        // audio clip needs silenced trimmed from start

        c.interrupt = true;             // cannons can be interrupted at any time
    }
Esempio n. 16
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    public override void OnSyncedUpdate(Navi navi, ChipLogic c)
    {
        c.frametimer -= TrueSyncManager.DeltaTime.AsFloat();
        if (c.frametimer <= 0)          // advance frame		//TODO: may need 2 frame variables for animated throw objs
        {
            c.chip_anim_frame++;
            c.frametimer = c.chipFR;
            if (c.chip_anim_frame < navi.throw_offset.Length)               // throw obj still following throw anim
            {
                c.chip_renderObj.transform.position = navi.transform.position + (navi.throw_offset[c.chip_anim_frame] * navi.transform.localScale.x);
            }
            if (c.chip_anim_frame < navi.throwSprite.Length)
            {
                navi.controlledSpriteSet(c.chip_anim_frame);
            }
            else                // throw animation finished
            {
                navi.throwAnim       = false;
                navi.rate_controlled = false;
            }
        }
        if (c.chip_anim_frame >= navi.throw_offset.Length) // trajectory calculation
        {
            c.interrupt = false;                           // object has left the hand, can no longer be interrupted
            c.chip_renderObj.transform.SetParent(navi.field.grid[row][col].transform);

            //!!! WARNING BAD MATH AHEAD !!!
            float x = c.chip_renderObj.transform.position.x;
            x += (5.7f * TrueSyncManager.DeltaTime.AsFloat()) * ((navi.myNavi())?2:-2);
            //float x = (-0.18f + (5.5f * TrueSyncManager.DeltaTime.AsFloat()));
            float y = c.chip_renderObj.transform.position.y;
            y += (4.6f * TrueSyncManager.DeltaTime.AsFloat()) - 0.027f * Math.Abs(navi.field.grid[0][col].transform.position.x - c.chip_renderObj.transform.position.x);
            //c.chip_renderObj.transform.position = new Vector3(x, ((-0.112f * (x * x)) + (0.399f * x) + (navi.field.grid[navi.row][0].transform.position.y)));

            c.chip_renderObj.transform.position = new Vector3(x, y);

            if ((Math.Abs(c.chip_renderObj.transform.position.x - c.chip_renderObj.transform.parent.position.x)) >= 12)
            {
                c.deactivate(navi);
            }
        }
    }
Esempio n. 17
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    public void set_info(ChipLogic chip_logic)
    {
        info_comp.SetActive(true);

        this.chip_ID = chip_logic.ID;

        //set name and image
        chip_name.text    = chip_logic.chipName;
        chip_text.text    = chip_logic.chipText;
        chip_image.sprite = chip_logic.chipimg;
        // set cost and color code
        base_cost = chip_logic.base_cost;
        cost_icon.transform.GetChild(0).GetComponent <Text>().text = "" + base_cost;
        this.color_code = chip_logic.color_code;
        cost_icon.GetComponent <Image>().color = ChipData.color_codes[chip_logic.color_code];
        // set power and element
        elem = chip_logic.elem;
        elem_icon.GetComponent <Image>().sprite = ChipData.elems[elem];
        power           = chip_logic.power;
        power_text.text = "" + power;
    }
Esempio n. 18
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    public bool nextTower(Navi navi, ChipLogic c, int row, int col)
    {
        if (navi.field.grid[row][col].state < 0)                // towers cannot appear on broken tiles
        {
            return(false);
        }
        GameObject tower = new GameObject();

        tower.transform.position = navi.field.grid[row][col].transform.position;          // position new tower on target tile
        //tower.transform.localScale = new Vector3(10.0f, 10.0f, 1.0f);
        tower.AddComponent <SpriteRenderer>();
        tower.GetComponent <SpriteRenderer>().sprite       = c.chip_sprite[0];
        tower.GetComponent <SpriteRenderer>().sortingOrder = 1;        // low sorting order !!!!! finalize later
        tower_renderers.Add(tower);
        tower_data.Add(new Tower(row, col, 0, false));
        // next tower will appear above/below/in line with this tower based on opponent's position
        if (row > navi.shot_handler.opponent_ref(navi).row)
        {
            next_row = row - 1;
        }
        else if (row < navi.shot_handler.opponent_ref(navi).row)
        {
            next_row = row + 1;
        }
        else
        {
            next_row = row;
        }
        next_col = (navi.myNavi()) ? col + 1 : col - 1;            // moves right if my navi, moves left if opponents

        // audio currently only available for thunder
        if (c.elem == ChipData.ELEC)
        {
            //navi.GetComponent<AudioSource>().PlayOneShot(Resources.Load<AudioClip>("Audio/Thunder HQ"));
        }

        return(true);           // tower could be made
    }
Esempio n. 19
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    public void RecieveData(DeckSlot d)
    {
        //ChipDatabase chipDataBase = GameObject.Find("Chip Database").GetComponent<ChipDatabase>();
        //chip_logic = chipDataBase.chipDB[d.cardID];
        chip_logic = ChipDatabase.chipDB[d.cardID];
        chip_logic.initColor(d.color_code);
        Debug.Log(chip_logic.chipName);

        //set name and image
        chip_name.text    = chip_logic.chipName;
        chip_image.sprite = chip_logic.chipimg;
        // set cost and color code
        base_cost = chip_logic.base_cost;
        cost      = chip_logic.cost;
        cost_icon.transform.GetChild(0).GetComponent <Text>().text = "" + cost;
        color_code = chip_logic.color_code;
        cost_icon.GetComponent <Image>().color = ChipData.color_codes[color_code];
        // set power and element
        elem = chip_logic.elem;
        elem_icon.GetComponent <Image>().sprite = ChipData.elems[elem];
        power           = chip_logic.power;
        power_text.text = "" + power;
    }
Esempio n. 20
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 public abstract void initAnim(Navi navi, ChipLogic c);
Esempio n. 21
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 public override void OnSyncedUpdate(Navi navi, ChipLogic c)
 {
     c.frametimer -= TrueSyncManager.DeltaTime.AsFloat();
     if (duration > 0)
     {
         if (c.chip_anim_frame >= hit_frame)                 // attack is active so check for hit and update duration
         {
             if (!hit_row)
             {
                 navi.field.grid[current_row][target_column].indanger = true;
                 hit_row = (navi.shot_handler.check_position(
                                c.power, navi.playerNumber, c.stun, current_row, target_column, c.elem));
             }
             duration -= TrueSyncManager.DeltaTime;
         }
         if (c.frametimer <= 0)
         {
             c.frametimer = c.chipFR;
             if (c.chip_anim_frame < c.chip_sprite.Length - 1)                   // advance to next frame if not at end
             {
                 if (loop_up)
                 {
                     c.chip_anim_frame++;
                 }
                 else
                 {
                     c.chip_anim_frame--;
                 }
                 c.chip_renderObj.GetComponent <SpriteRenderer>().sprite = c.chip_sprite[c.chip_anim_frame];
                 if (c.chip_anim_frame <= loop_frame)
                 {
                     loop_up = true;
                 }
             }
             else                    // reverse looped section of sprite
             {
                 c.chip_anim_frame--;
                 loop_up = false;
                 c.chip_renderObj.GetComponent <SpriteRenderer>().sprite = c.chip_sprite[c.chip_anim_frame];
             }
         }
         if (c.chip_anim_frame >= hit_frame)                 // Sprite moves while attack active
         {
             if (move_up)
             {
                 c.chip_renderObj.transform.position = Vector3.MoveTowards(c.chip_renderObj.transform.position,
                                                                           target_top.position, move_speed * TrueSyncManager.DeltaTime.AsFloat());
             }
             else
             {
                 c.chip_renderObj.transform.position = Vector3.MoveTowards(c.chip_renderObj.transform.position,
                                                                           target_bottom.position, move_speed * TrueSyncManager.DeltaTime.AsFloat());
             }
             if (c.chip_renderObj.transform.position == target_top.position)
             {
                 move_up = false;
             }
             else if (c.chip_renderObj.transform.position == target_bottom.position)
             {
                 move_up = true;
             }
             float to_bottom = Vector3.Distance(target_bottom.position, c.chip_renderObj.transform.position);
             float to_top    = Vector3.Distance(target_top.position, c.chip_renderObj.transform.position);
             // determine row being hit
             int oldrow = current_row;
             if (to_top > 3 * to_bottom)
             {
                 current_row = 2;
             }
             else if (to_bottom > 3 * to_top)
             {
                 current_row = 0;
             }
             else
             {
                 current_row = 1;
             }
             if (oldrow != current_row)                  // row changed so check for new hit
             {
                 hit_row = false;
                 navi.field.grid[oldrow][target_column].indanger = false;
             }
         }
     }
     else            // attack of chip finished
     {
         navi.field.grid[current_row][target_column].indanger = false;
         if (c.frametimer <= 0)
         {
             c.frametimer = c.chipFR;
             if (c.chip_anim_frame > 0)                   // rewind anim to begining
             {
                 c.chip_anim_frame--;
                 c.chip_renderObj.GetComponent <SpriteRenderer>().sprite = c.chip_sprite[c.chip_anim_frame];
             }
             else                    // animation has finished
             {
                 c.deactivate(navi);
             }
         }
     }
 }
Esempio n. 22
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    public override void initAnim(Navi navi, ChipLogic c)
    {
        List <Sprite> subarray = new List <Sprite>();
        int           start    = 0; // index of first frame in sheet
        int           frames   = 0; // number of frames in animation

        switch (c.elem)
        {
        case ChipData.FIRE:
            start         = 0;
            frames        = 6;
            trigger_frame = 4;
            hit_frame     = 3;
            break;

        case ChipData.WATER:
            start         = 7;
            frames        = 9;
            trigger_frame = 7;
            hit_frame     = 3;
            break;

        case ChipData.WOOD:
            start         = 17;
            frames        = 4;
            trigger_frame = 3;
            hit_frame     = 1;
            break;

        case ChipData.ELEC:
            start         = 22;
            frames        = 5;
            trigger_frame = 4;
            hit_frame     = 1;
            break;

        default:                // chips element does not match any defined tower type
            start  = 0;
            frames = 0;
            break;
        }
        int i = 0;

        while (i < frames)
        {
            subarray.Add(effectAnim[start + i]);
            i++;
        }
        int b = 0;

        if (c.elem == ChipData.FIRE)
        {
            // flicker once for fire
            subarray.Add(effectAnim[start + i - 1]);
            subarray.Add(effectAnim[start + i - 2]);
            subarray.Add(effectAnim[start + i - 1]);
            subarray.Add(effectAnim[start + i]);
            // flicker twice
            subarray.Add(effectAnim[start + i - 1]);
            subarray.Add(effectAnim[start + i - 2]);
            subarray.Add(effectAnim[start + i - 1]);
            subarray.Add(effectAnim[start + i]);
        }
        if (c.elem != ChipData.ELEC)            // elec tower does not reverse animation
        {
            while (b < frames)
            {
                subarray.Add(effectAnim[start + i - b]);
                b++;
            }
        }
        c.chip_sprite     = subarray.ToArray();     // load only corresponding tower frames
        c.chip_anim_frame = 0;
        c.frametimer      = c.chipFR;
    }
Esempio n. 23
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    public override void OnSyncedUpdate(Navi navi, ChipLogic c)
    {
        if (tower_renderers.Count == 0)                                              // first update: add first tower
        {
            int target_column = (navi.myNavi()) ? navi.column + 1 : navi.column - 1; // moves right if my navi, moves left if opponents
            nextTower(navi, c, navi.row, target_column);                             // generate first tower in navi's row
        }
        List <int> trim      = new List <int>();                                     // flag towers in list for destroying
        bool       add_tower = false;                                                // set to true when a tower hits its trigger frame and needs to create a new tower

        c.frametimer -= Time.deltaTime;
        for (int i = 0; i < tower_renderers.Count; i++)                 // iterate through all towers on field
        {
            Tower tower = tower_data[i];
            if (!tower.hit)              // no hit from tower yet, so check for hit
            // tests for hit and set to true if there is one so it won't check again
            {
                tower.hit = (navi.shot_handler.check_position(c.power, navi.playerNumber, c.stun, tower.row, tower.col, c.elem));
            }
            if (c.frametimer <= 0)
            {
                if (tower.frame < c.chip_sprite.Length - 1)                   // advance to next frame if not at end
                {
                    tower.frame++;
                    tower_renderers[i].GetComponent <SpriteRenderer>().sprite = c.chip_sprite[tower.frame];
                    // next tower to be made
                    if (tower.frame == trigger_frame)
                    {
                        add_tower = true;
                    }
                }
                else                    // reached end of animation
                {
                    trim.Add(i);        // adjust later for reverse animations
                }
            }
        }                      // done iterating through towers
        if (c.frametimer <= 0) // frame timer needs to be reset after all towers have been iterated through to allow simultaneous animation
        {
            c.frametimer = c.chipFR;
        }
        // destroy finished towers and remove from lists
        foreach (int t in trim)
        {
            UnityEngine.Object.Destroy(tower_renderers[t]);
            tower_renderers.RemoveAt(t);
            tower_data.RemoveAt(t);
        }

        if (add_tower)                              // trigger frame hit while iterating, so a new tower must be made
        {
            if ((next_col >= 0) && (next_col <= 5)) // tower hasn't reached field's edge
            {
                nextTower(navi, c, next_row, next_col);
            }
        }

        if (tower_renderers.Count == 0)             // all towers are finished
        {
            c.deactivate(navi);
        }
    }
Esempio n. 24
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 public abstract void OnSyncedUpdate(Navi navi, ChipLogic c);
Esempio n. 25
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 public override void deactivate(Navi navi, ChipLogic c)
 {
     navi.rate_controlled = false;               // Navi controls its own animation again
     navi.shootAnim       = false;
     base.deactivate(navi, c);
 }