Esempio n. 1
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    void Awake()
    {
        kf = GetComponent <KeyboardFunctions>();

        grid     = GetComponent <Grid>();
        bhandler = GetComponent <BuildHandler> ();
        bank     = GetComponent <Bank>();
        pathfind = GetComponent <PathFind>();
        pn       = GetComponent <PlayerNetworking> ();

        wallGhostLoaded = (GameObject)(Resources.Load("Walls/WallGhost"));

        wallIcon   = Resources.Load <Sprite> ("Sprites/WallIcon");
        orbIcon    = Resources.Load <Sprite> ("Sprites/OrbIcon");
        cannonIcon = Resources.Load <Sprite> ("Sprites/CannonIcon");
        laserIcon  = Resources.Load <Sprite> ("Sprites/LaserIcon");
        iceIcon    = Resources.Load <Sprite> ("Sprites/IceIcon");
        lightIcon  = Resources.Load <Sprite> ("Sprites/LightIcon");
        magicIcon  = Resources.Load <Sprite> ("Sprites/MagicIcon");

        rangeIndicator = (GameObject)(Resources.Load("UI/RangeIndicator"));

        highlightCastleMaterial = (Material)(Resources.Load("Materials/Outlined_Object"));

        BuildFX          = (AudioClip)(Resources.Load("Sounds/BuildingPlacement", typeof(AudioClip)));
        needMoneySound   = (AudioClip)(Resources.Load("Sounds/needMoney", typeof(AudioClip)));
        cannotBuildSound = (AudioClip)(Resources.Load("Sounds/CannotBuild", typeof(AudioClip)));
        selectSound      = Resources.Load <AudioClip> ("Sounds/CarDoorClose");

        sourceSFX = Camera.main.GetComponent <AudioSource>();
    }
Esempio n. 2
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 public void Update(KeyboardState keystate)
 {
     // Swap the states and update the current keys
     this._previousKeyboard = _currentKeyboard;
     this._currentKeyboard  = keystate;
     this._pressedKeys      = KeyboardFunctions.CurrentPressedKeys(_pressedKeys, _currentKeyboard, _previousKeyboard);
     // Now test for all possible movements
     this.CallToAction(_pressedKeys);
 }
Esempio n. 3
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        public void Update(float delta, KeyboardState nextState)
        {
            this._previousKeyboard = this._currentKeyboard;
            this._currentKeyboard  = nextState;
            // These are the actual honest to goodness pressed keys.
            // that were not pressed before.
            _pressedKeys = KeyboardFunctions.CurrentPressedKeys(_pressedKeys, _currentKeyboard, _previousKeyboard);

            MovementFireActions(_pressedKeys, this._movingActions);
            GeneralFireActions(_pressedKeys, this._firingActions);
            GeneralFireActions(_pressedKeys, this._specialActions);
            UnpressedActions(_pressedKeys, this._unpressedActions);
        }
Esempio n. 4
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 void Update()
 {
     if (myPlayer == null)
     {
         myPlayer = gm.MyLocalPlayer();
     }
     else
     {
         if (kf == null)
         {
             kf = myPlayer.GetComponent <KeyboardFunctions> ();
         }
     }
 }
Esempio n. 5
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        protected override void Update(GameTime gameTime)
        {
            // abort
            var kState = Keyboard.GetState();

            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || kState.IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            var delta = (float)gameTime.ElapsedGameTime.TotalSeconds;
            var keys  = KeyboardFunctions.CurrentPressedKeys(kState.GetPressedKeys(), kState, pKState);

            this._keyboard4Way.Update(gameTime, kState, new GamePadState());
            this.fourway.Update(delta);
            backgroundMap.Update(gameTime);

            pKState = kState;
        }
Esempio n. 6
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        protected override void Update(GameTime gameTime)
        {
            // abort
            var kState = Keyboard.GetState();

            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || kState.IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            var delta = (float)gameTime.ElapsedGameTime.TotalSeconds;
            var keys  = KeyboardFunctions.CurrentPressedKeys(kState.GetPressedKeys(), kState, pKState);

            rotator.Update(delta);
            _keyboardRotator.Update(gameTime, kState, GamePadState.Default);

            _foregroundLayter.Update(gameTime);
            _foregroundLayter2.Update(gameTime);


            pKState = kState;
        }
Esempio n. 7
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    void Update()
    {
        if (myPlayer == null)
        {
            myPlayer = gm.MyLocalPlayer();
        }

        else
        {
            if (kf == null)
            {
                kf = myPlayer.GetComponent <KeyboardFunctions> ();
            }

            if (mf == null)
            {
                mf = myPlayer.GetComponent <MouseFunctions> ();
            }

            if (bhandler == null)
            {
                bhandler = myPlayer.GetComponent <BuildHandler> ();
            }
        }

        if (runTimer == true)
        {
            buttonHoldTime += Time.deltaTime;

            if (buttonHoldTime >= buttonThresholdTime)
            {
                SellSelected();
                runTimer       = false;
                buttonHoldTime = 0;
            }
        }
    }
Esempio n. 8
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    void Awake()
    {
        //Set References
        //============================================================
        kf   = GetComponent <KeyboardFunctions> ();
        mf   = GetComponent <MouseFunctions> ();
        bank = GetComponent <Bank>();
        pn   = GetComponent <PlayerNetworking> ();

        //Pre-load Objects
        //============================================================
        //Walls
        wall2Way   = (GameObject)(Resources.Load("Walls/Wall2Way"));
        wall3Way   = (GameObject)(Resources.Load("Walls/Wall3Way"));
        wall4Way   = (GameObject)(Resources.Load("Walls/Wall4Way"));
        wallEnd    = (GameObject)(Resources.Load("Walls/WallEnd"));
        wallCorner = (GameObject)(Resources.Load("Walls/WallCorner"));
        wallSolo   = (GameObject)(Resources.Load("Walls/WallSolo"));

        wallFloorOpen  = (GameObject)(Resources.Load("Walls/WallDoorOpen"));
        wallFloorClose = (GameObject)(Resources.Load("Walls/WallDoorClose"));

        //Towers
        orbTower    = (GameObject)(Resources.Load("Towers/BasicOrbTower"));
        cannonTower = (GameObject)(Resources.Load("Towers/CannonTower"));
        laserTower  = (GameObject)(Resources.Load("Towers/LaserTower"));
        iceTower    = (GameObject)(Resources.Load("Towers/IceTower"));
        lightTower  = (GameObject)(Resources.Load("Towers/LightTower"));
        magicTower  = (GameObject)(Resources.Load("Towers/MagicTower"));

        //Audio References
        sourceSFX = Camera.main.GetComponent <AudioSource> ();

        needMoneySound   = (AudioClip)(Resources.Load("Sounds/needMoney", typeof(AudioClip)));
        cannotBuildSound = (AudioClip)(Resources.Load("Sounds/CannotBuild", typeof(AudioClip)));
    }