Esempio n. 1
0
    void MouseDown(ref GameObject mouseSelection)
    {
        mouseSelection = CheckForObjectUnderMouse();
        if (mouseSelection == null)
        {
            Debug.Log("nothing selected by mouse");
        }
        else
        {
            //onMouseDown
            //Debug.Log("picked: " + mouseSelection.gameObject);
            var deck       = mouseSelection.GetComponent <PlayerDeck>();
            var infectDeck = mouseSelection.GetComponent <InfectDeck>();
            if (mouseSelection.tag == "Player")
            {
                //no need to record position, just move back to parent on illegal move
            }
            else if (infectDeck != null)
            {
                Debug.Log("Got infect deck");
                PlayerDeck bDeck = infectDeck;
                //if <= 9 cards drawn OR no longer in setup mode
                if (playerCardsDrawn <= 9 || pawns.ExitSetup(false))
                {
                    playerCardsDrawn++;
                    bDeck.Draw();
                }
            }
            else if (deck != null)
            {
                Debug.Log("picked playerDeck");
                if (pawns.ExitSetup(true) == false)
                {
                    Debug.Log("Can't draw cards until players chosen");
                    return;
                }
                deck.Draw();
                return;
            }
            else if (mouseSelection.tag == "InfectCity")
            {
                //setup
                //SetupGame();

                //InfectCity("Madrid", 3);
            }
            else if (mouseSelection.transform.parent != null &&
                     mouseSelection.transform.parent.name == "Cities")
            {
                var sr = mouseSelection.GetComponent <SpriteRenderer>();
                selectedCity = mouseSelection;
                sr.color     = new Color(.1f, 1f, .1f, 1f); //bright green
                Debug.Log("clicked on city: " + mouseSelection.name);
                var neighbors = cg.GetNeighbors(mouseSelection);
                foreach (var node in neighbors)
                {
                    Debug.Log("Neighbor: " + node.GetObj().name);
                }
                //testing
                var cube = GameObject.Find("disease_blue");
                InfectCity(mouseSelection, 1);
            }
        }
    }
Esempio n. 2
0
    public void InfectCity(GameObject targetCity, int infectCount = 1, string type = null)
    {
        if (targetCity == null)
        {
            Debug.Log("can't find city to infect??");
            return;
        }

        //draw an infect card, move card to discard pile
        //infect city
        //string target = "Madrid";
        if (type == null)
        {
            type = Cities.GetType(targetCity.name);
        }

        GameObject diseaseType;

        if (type == "blue")
        {
            diseaseType = dBlue;
        }
        else if (type == "red")
        {
            diseaseType = dRed;
        }
        else if (type == "black")
        {
            diseaseType = dBlack;
        }
        else if (type == "yellow")
        {
            diseaseType = dYellow;
        }
        else
        {
            diseaseType = dRed;
        }

        //check number of infections already in city
        int diseaseCount = 0;

        foreach (Transform tChild in targetCity.transform)
        {
            if (tChild.gameObject.tag == "disease" &&
                tChild.gameObject.name.Contains("disease_" + type))
            {
                diseaseCount++;
            }
        }

        bool outbreak = ((diseaseCount + infectCount) > 3);

        if ((3 - diseaseCount) < infectCount)
        {
            infectCount = 3 - diseaseCount;
        }

        var cityPosition = targetCity.transform.position;

        for (int i = 0; i < infectCount; i++)
        {
            //add offset to position
            float x = (float)UnityEngine.Random.Range(-30, 30);
            x = x / 3f + Mathf.Sign(x) * 20f;
            float y = (float)UnityEngine.Random.Range(-30, 30);
            y             = y / 3f + Mathf.Sign(y) * 20f;
            cityPosition += new Vector3(x / 100f, y / 100f, 0);
            var newDisease = Instantiate(diseaseType, cityPosition, targetCity.transform.rotation);
            newDisease.transform.parent = targetCity.transform;
            newDisease.GetComponent <Attraction>().pullSource = targetCity;
        }
        if (outbreak && !cg.GetNode(targetCity.name).hasOutbreak)
        {
            cg.GetNode(targetCity.name).hasOutbreak = true;
            //set self as having outbreak
            //find neighbors and add infect 1 to each of them
            var neighbors = cg.GetNeighbors(targetCity.name);
            foreach (var node in neighbors)
            {
                Debug.Log("Infecting Neighbor: " + node.GetObj().name);
                InfectCity(node.GetObj(), 1, type);
            }
        }
    }