Esempio n. 1
0
    private void GetDirectionAndDistanceToOtherStudent(Student s1, Student s2, out PassDirection passDirection, out float distance)
    {
        var dir = s2.gameObject.transform.position - s1.gameObject.transform.position;

        distance = dir.magnitude;
        dir      = dir.normalized;

        float biggestD = -1.0f;

        passDirection = PassDirection.NONE;
        foreach (PassDirection pd in System.Enum.GetValues(typeof(PassDirection)))
        {
            if (pd >= PassDirection.NONE)
            {
                continue;
            }

            int   i = (int)pd;
            float d = Vector3.Dot(dir, Student.DirectionVectors[i]);
            if (d > biggestD)
            {
                biggestD      = d;
                passDirection = pd;
            }
        }
    }
Esempio n. 2
0
        public LoverStudent partner;            //Must also be another lover student

        public override Student PassNote(PassDirection passDirection)
        {
            //Just passes the note as normal because the only way this student
            //can receive a note is via the partner.
            //The student will be 'magically' set active
            return(base.PassNote(passDirection));
        }
Esempio n. 3
0
        public override Student PassNote(PassDirection passDirection)
        {
            //This student can pass the note over a student

            //Find all the students in the direction

            throw new NotImplementedException();
        }
Esempio n. 4
0
        public MovingInformation(int passZoneId, PassDirection direction, int progress)
        {
            PassZoneId = passZoneId;
            Direction  = direction;
            Progress   = progress;

            _passZone = Data.Data.GetPassZone(passZoneId);
        }
Esempio n. 5
0
    public void RecieveNote(Student a_PassingStudent, PassDirection a_Direction)
    {
        PassDirection oppDir = OppositeDirection[(int)a_Direction];

        PlayPassAnimation(oppDir);
        IsHoldingNote = true;

        indicators.SetHasPlayerFocus(true);
    }
Esempio n. 6
0
    //Get connected student
    private Student GetConnectedStudent(PassDirection a_Direction)
    {
        foreach (ConnectedStudent cs in this.Students)
        {
            if (cs.Direction == a_Direction)
            {
                return(cs.Student.GetComponent <Student>());
            }
        }

        return(null);
    }
Esempio n. 7
0
    private void PlayPassAnimation(PassDirection a_Direction)
    {
        if (lastTrigger != "")
        {
            anim.ResetTrigger(lastTrigger);
            anim.SetTrigger("Idle"); // need to pass through idle
            lastTrigger = "";
        }

        int    idir        = (int)a_Direction;
        string animTrigger = PassAnimations[idir];

        anim.SetTrigger(animTrigger);
        animTimer   = idleResetTimer;
        lastTrigger = animTrigger;
    }
Esempio n. 8
0
        public virtual Student PassNote(PassDirection passDirection)
        {
            //Is there a student available?
            // var connectedClassmate = con[passDirection];
            // if (connectedClassmate != null)
            // {
            //  //If so then:
            //  //Transfer note
            //  connectedClassmate.ReceiveNote(this);

            //  //Play animation/sounds etc

            //  //Return the student passed to
            //  return connectedClassmate;
            // }
            // return null;
            throw new NotImplementedException();
        }
Esempio n. 9
0
    //pass note
    public void PassNote(PassDirection a_Direction)
    {
        if (isHoldingNote != true)
        {
            return;
        }

        Student s = GetConnectedStudent(a_Direction);

        if (s != null)
        {
            PlayPassAnimation(a_Direction);
            isHoldingNote = false;
            s.RecieveNote(this, a_Direction);

            indicators.SetHasPlayerFocus(false);

            AudioManager.Instance.PlayActionSFX("PassNote");
        }
    }
Esempio n. 10
0
        //Checks if the a student is in the correct direction
        public bool CheckStudentInCorrectDirection(Student other, PassDirection passDirection)
        {
            switch (passDirection)
            {
            //These must match the declaration order of the PassDirection enums!
            case PassDirection.Up:
                return(other.transform.position.y > transform.position.y);

            case PassDirection.Right:
                return(other.transform.position.x > transform.position.x);

            case PassDirection.Down:
                return(other.transform.position.y < transform.position.y);

            case PassDirection.Left:
                return(other.transform.position.x < transform.position.x);

            default:
                Debug.LogError("Invalid PassDirection!");
                return(false);
            }
        }
Esempio n. 11
0
 public Passage GetPassage(PassDirection direction)
 {
     return(direction == PassDirection.Forward ? ForwardPassage : BackwardPassage);
 }
Esempio n. 12
0
 public override Student PassNote(PassDirection passDirection)
 {
     //This student passes the now all the way to the last student
     throw new NotImplementedException();
 }
Esempio n. 13
0
 public Card[] GetPass(PassDirection passDirection)
 {
     return HC.Hand.Take(3).ToArray();
 }
Esempio n. 14
0
        private void Update()
        {
            lock (_lock)
            {
                Console.Clear();

                if (_status == null)
                {
                    _printer.PrintLoadingScreen();
                    return;
                }

                _printer.PrintNotifications(_notifications);

                // Battle priority is higher than alerts.
                if (_status.BattleStatus != null)
                {
                    if (_typers.BattleTypers == null)
                    {
                        var battleTypers = new BattleTypers(this, _status.BattleStatus.SkillIds, _status.BattleStatus.BattleNeighbors.Concat(new[] { _status.BattleStatus.Player }).Select(p => p.PlayerId));
                        _typers.SetBattle(battleTypers);
                    }

                    _printer.PrintBattleStatus(_status.BattleStatus, _typers.BattleTypers);
                    return;
                }

                _printer.PrintPlayerStatus(_status.PlayerStatus);

                if (_typers.AlertTypers == null && _alerts.Any())
                {
                    _currentAlert = _alerts.Dequeue();
                    var alertTypers = new AlertTypers(this);
                    _typers.OpenAlert(alertTypers);
                }

                if (_typers.AlertTypers != null)
                {
                    _printer.PrintAlert(_currentAlert, _typers.AlertTypers);
                    return;
                }

                if (_isPlayerSelecting)
                {
                    var battleEligibleNeighbors = _status.ZoneStatus.Neighbors
                                                  .Where(n => !n.IsInBattle && !n.IsDead);

                    if (_typers.PlayerSelectionTypers == null)
                    {
                        var playerSelectionTypers = new PlayerSelectionTypers(this, battleEligibleNeighbors.Select(n => n.PlayerId));
                        _typers.SetPlayerSelection(playerSelectionTypers);
                    }

                    if (_selectedPlayers != null) // Typer is done.
                    {
                        _connection.Send(new StartBattleCommand
                        {
                            ParticipantsExceptMeIds = _selectedPlayers
                        });

                        _selectedPlayers   = null;
                        _isPlayerSelecting = false;
                        return;
                    }

                    _printer.PrintPlayerSelectionStatus(battleEligibleNeighbors, _typers.PlayerSelectionTypers);
                    return;
                }

                if (_status.PlayerStatus.PassZone != null)
                {
                    if (_typers.PassZoneTypers == null)
                    {
                        var passZoneTypers = new PassZoneTypers(this, _status.PlayerStatus.PassZone);
                        _typers.SetPassZone(passZoneTypers);
                        _previousDirection = _status.PlayerStatus.PassZone.Direction;
                    }

                    if (_previousDirection != _status.PlayerStatus.PassZone.Direction)
                    {
                        // Update for new direction and distance.
                        var passZoneTypers = new PassZoneTypers(this, _status.PlayerStatus.PassZone); // Can't flip direction. Need to recreate because need smaller/bigger text for reverse direction.
                        _typers.SetPassZone(passZoneTypers);
                        _previousDirection = _status.PlayerStatus.PassZone.Direction;
                    }

                    _printer.PrintPassingStatus(_status.PassZoneStatus, _status.PlayerStatus.PassZone, _typers.PassZoneTypers);
                    return;
                }

                var zone = Data.Data.GetZone(_status.PlayerStatus.Zone.ZoneId);

                if (_typers.ZoneTypers == null)
                {
                    var zoneTypers = new ZoneTypers(this, zone.ZoneExits.Concat(zone.ZoneEntrances));
                    _typers.SetZone(zoneTypers);
                }

                _printer.PrintZoneInfo(_status.ZoneStatus, _status.PlayerStatus, _typers.ZoneTypers);
            }
        }