Esempio n. 1
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 public void SetConnection(PathMarker pathMarker, PathMarker pathOrigin, MarkerAlterAction alterAction, PathSkill skillToUse)
 {
     ConnectionPathMarker = pathMarker;
     ConnectionPathOrigin = pathOrigin;
     PathAlterAction      = alterAction;
     SkillToUse           = skillToUse;
 }
Esempio n. 2
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        public void Finish()
        {
            if (mFinished)
            {
                return;
            }

            ConnectionPathMarker = null;
            ConnectionPathOrigin = null;
            PathAlterAction      = MarkerAlterAction.None;
            SkillToUse           = null;

            mFinished = true;
            GameObject.Destroy(gameObject);
        }
Esempio n. 3
0
        protected void CheckPathConnections(PathMarker nearbyPathMarker)
        {                                       //TODO possibly remove this as Paths now handles this task
                                                //check the nearby path markers
                                                //if one of them is not a neigbor
                                                //then we know we're supposed to try and link it
            if (nearbyPathMarker == null || nearbyPathMarker.IsFinished)
            {
                return;
            }
            else if (!Paths.IsNeighbor(nearbyPathMarker, this))
            {
                MarkerAlterAction alterAction = MarkerAlterAction.None;
                if (Paths.CanAttachPathMarker(nearbyPathMarker, this, out alterAction))
                {
                    //this calls for a skill
                    Skill     learnedSkill = null;
                    PathSkill skillToUse   = null;
                    switch (alterAction)
                    {
                    case MarkerAlterAction.AppendToPath:
                    case MarkerAlterAction.CreateBranch:
                        if (Skills.Get.HasLearnedSkill("AlterPath", out learnedSkill))
                        {
                            skillToUse = learnedSkill as PathSkill;
                        }
                        break;

                    case MarkerAlterAction.CreatePath:
                    case MarkerAlterAction.CreatePathAndBranch:
                        if (Skills.Get.HasLearnedSkill("CreatePath", out learnedSkill))
                        {
                            skillToUse = learnedSkill as PathSkill;
                        }
                        break;

                    case MarkerAlterAction.None:
                    default:
                        break;
                    }

                    if (skillToUse != null)
                    {
                        Paths.CreateTemporaryConnection(nearbyPathMarker, this, alterAction, skillToUse);
                    }
                }
            }
        }