Esempio n. 1
0
    void PackageActionsForBoard()
    {
        FindNPCInputs();

        // Figure out how to set appropriate cards based on inputs here
        GS = GameState.GS_SIMULATING;
//		print("INPUT: Inputs accepted! Starting sim...");

        // Find the Card Manager, get associated cards with our indexes
        GBCommands    = new GameboardCommand[NPCCurrentChoices.Length + 2];      // # of NPC's plus 2 players
        GBCommands[0] = new GameboardCommand(P1Character, CManager.GetCardFromCurrentPool(P1CurrentChoice));
        GBCommands[1] = new GameboardCommand(P2Character, CManager.GetCardFromCurrentPool(P2CurrentChoice));

        for (int i = 2; i < GBCommands.Length; i++)
        {
            GBCommands[i] = new GameboardCommand(NPCCharacters[i - 2], CManager.GetCardFromCurrentPool(NPCCurrentChoices[i - 2]));
        }

        BoardActionCycle = 0;
        BoardUpdateTime  = BOARDUPDATECYCLE;
    }
Esempio n. 2
0
    // ONLY execute move if true, ONLY execute action if true
    // NOTE: ZACKM - THIS IS HORRENDOUS CODE. OH MY GOODNESS GRACIOUS!
    void ExecuteGBCommand(GameboardCommand GBCom, int CurrCycle, bool bExecuteMove, bool bExecuteAction)
    {
        CardCommand CommandToExecute = GBCom.GetCard().GetCommands()[CurrCycle];

        switch (CommandToExecute)
        {
        case CardCommand.CC_MoveLeft:
            if (bExecuteMove)
            {
//					Debug.Log(GBCom.GetCharacter().tag + " moved left");
                GBController.MoveCharacter(GBCom.GetCharacter(), TileClass.WEST);
            }
            break;

        case CardCommand.CC_MoveRight:
            if (bExecuteMove)
            {
//					Debug.Log(GBCom.GetCharacter().tag + " moved right");
                GBController.MoveCharacter(GBCom.GetCharacter(), TileClass.EAST);
            }
            break;

        case CardCommand.CC_MoveUp:
            if (bExecuteMove)
            {
//					Debug.Log(GBCom.GetCharacter().tag + " moved up");
                GBController.MoveCharacter(GBCom.GetCharacter(), TileClass.NORTH);
            }
            break;

        case CardCommand.CC_MoveDown:
            if (bExecuteMove)
            {
//					Debug.Log(GBCom.GetCharacter().tag + " moved down");
                GBController.MoveCharacter(GBCom.GetCharacter(), TileClass.SOUTH);
            }
            break;

        case CardCommand.CC_AttackAdj:
            if (bExecuteAction)
            {
//					Debug.Log(GBCom.GetCharacter().tag + " attacked adjacently");
                GBController.CharacterSwipe(GBCom.GetCharacter());
            }
            break;

        case CardCommand.CC_ShootLeft:
            if (bExecuteAction)
            {
//					Debug.Log(GBCom.GetCharacter().tag + " shot to the left");
                GBController.CharacterShoot(GBCom.GetCharacter(), TileClass.WEST);
            }
            break;

        case CardCommand.CC_ShootRight:
            if (bExecuteAction)
            {
//					Debug.Log(GBCom.GetCharacter().tag + " shot to the right");
                GBController.CharacterShoot(GBCom.GetCharacter(), TileClass.EAST);
            }
            break;

        case CardCommand.CC_ShootUp:
            if (bExecuteAction)
            {
//					Debug.Log(GBCom.GetCharacter().tag + " shot up");
                GBController.CharacterShoot(GBCom.GetCharacter(), TileClass.NORTH);
            }
            break;

        case CardCommand.CC_ShootDown:
            if (bExecuteAction)
            {
//					Debug.Log(GBCom.GetCharacter().tag + " shot down");
                GBController.CharacterShoot(GBCom.GetCharacter(), TileClass.SOUTH);
            }
            break;

        case CardCommand.CC_HoldPosition:
            if (bExecuteMove)
            {
//					Debug.Log(GBCom.GetCharacter().tag + " did not move");
            }
            break;
        }
    }