Esempio n. 1
0
    private void afterManeuver()
    {
        MatchHandlerUtil.applyManeuverBonus(target, maneuverToComplete.Difficulty);

        // TODO Make player chosen an action (if available)
        if (target.transform.GetComponent <ShipProperties>().getLoadedShip().getTokenIdByType(typeof(StressToken)) == 0)
        {
            target.transform.GetComponent <ShipProperties>().getLoadedShip().setNumOfActions(1);
            //Action choser.....
            //target.transform.GetComponent<ShipProperties>().getLoadedShip().setBeforeAction(true);

            GameObject actionChoserPopup = null;
            int        actionIndex       = 0;

            foreach (GameObject go in Resources.FindObjectsOfTypeAll(typeof(GameObject)))
            {
                if (go.name.Equals("ActionChoserPopup"))
                {
                    actionChoserPopup = go;
                }
            }

            if (actionChoserPopup != null)
            {
                // TODO outsource this fragment to UI handler!!!!!!!
                foreach (String action in MatchDatas.getPlayers()[MatchDatas.getActivePlayerIndex()].getActiveShip().getShip().Actions.Action)
                {
                    Image  image  = null;
                    Sprite sprite = Resources.Load <Sprite>(SquadBuilderConstants.IMAGE_FOLDER_NAME + "/" + action.Replace(" ", "-"));

                    Transform     actionIconPrefab = Resources.Load <Transform>(SquadBuilderConstants.PREFABS_FOLDER_NAME + "/" + SquadBuilderConstants.ACTION_ICON);
                    RectTransform rt = (RectTransform)actionIconPrefab;
                    float         actionIconWidth = rt.rect.width;

                    Transform actionIcon = (Transform)GameObject.Instantiate(
                        actionIconPrefab,
                        new Vector3((actionIndex * actionIconWidth) + SquadBuilderConstants.UPGRADE_IMAGE_X_OFFSET + 15, SquadBuilderConstants.UPGRADE_IMAGE_Y_OFFSET - 30, SquadBuilderConstants.UPGRADE_IMAGE_Z_OFFSET),
                        Quaternion.identity
                        );

                    Image actionIconImage = actionIcon.gameObject.GetComponent <Image>();

                    actionIcon.gameObject.AddComponent <ActionSelectorEvents>();
                    actionIcon.gameObject.GetComponent <ActionSelectorEvents>().setActionName(action);
                    actionIcon.transform.SetParent(actionChoserPopup.transform, false);
                    actionIconImage.sprite = sprite;
                    actionIconImage.color  = new Color(actionIconImage.color.r, actionIconImage.color.g, actionIconImage.color.b, 1.0f);

                    actionIndex++;
                }

                actionChoserPopup.SetActive(true);
                PhaseHandlerService.initActionPhase();
            }
        }

        maneuverToComplete = null;
        target             = null;
    }
Esempio n. 2
0
    private void setAsteroidLocations()
    {
        GameObject[] asteroids = GameObject.FindGameObjectsWithTag("Asteroid");

        for (int i = 0; i < asteroids.Length; i++)
        {
            asteroids[i].transform.GetComponent <AsteroidProperties>().setCanBeMoved(false);
        }

        PhaseHandlerService.nextPhase();
    }
Esempio n. 3
0
    public void MENU_ACTION_setPlayerInitiative()
    {
        Debug.Log("Setting player initiative!");
        string playerName = this.transform.GetComponentInChildren <Text>().text;

        foreach (Player player in MatchDatas.getPlayers())
        {
            if (player.getPlayerName().Equals(playerName))
            {
                player.setInitiative();
                Debug.Log(player.getPlayerName() + " now has initiative!");
                PhaseHandlerService.nextPhase();

                Destroy(GameObject.Find("Initiative panel"));
            }
        }
    }
Esempio n. 4
0
    // TODO Can we make the method calls inside to run only ONCE(!), when necessary?? Custom eventhandling maybe????
    void Update()
    {
        matchHandlerService.levitateShips();
        matchHandlerService.rotateAsteroids();

        if (Input.GetKey("escape"))
        {
            // TODO Not active player, LOCAL PLAYER!!! (Maybe simply hiding the panel on the client side is enough....)
            MatchDatas.getPlayers()[MatchDatas.getActivePlayerIndex()].setSelectedShip(null);
            //guiHandler.hideGameObject(PilotCardPanel);
        }

        //THIS IS ONLY FOR TESTING MOVEMENTS!!!!!! DELETE LATER ON!!!! (Also, ADD UNIQUE IDs during squad building to ships and pilots!!!! [use something like: playerIndex_shipIndex])
        Maneuver man = new Maneuver();

        man.Difficulty = "1";

        for (int i = 0; i < keyCodes.Length; i++)
        {
            if (Input.GetKeyDown(keyCodes[i]))
            {
                int  n;
                bool isNumeric = int.TryParse(keyCodes[i], out n);

                if (isNumeric)
                {
                    int s = Int32.Parse(keyCodes[i]);
                    if (s < 6)
                    {
                        man.Bearing = "straight";
                        man.Speed   = keyCodes[i];
                    }
                    else
                    {
                        man.Bearing = "koiogran";
                        man.Speed   = (s - 5).ToString();
                    }
                }
                else
                {
                    switch (keyCodes[i])
                    {
                    case "v":
                    case "g":
                    case "t":
                    case "i":
                    case "k":
                    case "m":
                        man.Bearing = "turn_left";
                        man.Speed   = "1";

                        if (keyCodes[i].Equals("i") || keyCodes[i].Equals("k") || keyCodes[i].Equals("m"))
                        {
                            man.Bearing = "turn_right";
                        }

                        if (keyCodes[i].Equals("g") || keyCodes[i].Equals("k"))
                        {
                            man.Speed = "2";
                        }

                        if (keyCodes[i].Equals("t") || keyCodes[i].Equals("i"))
                        {
                            man.Speed = "3";
                        }

                        break;

                    case "b":
                    case "h":
                    case "z":
                    case "u":
                    case "j":
                    case "n":
                        man.Bearing = "bank_left";
                        man.Speed   = "1";

                        if (keyCodes[i].Equals("u") || keyCodes[i].Equals("j") || keyCodes[i].Equals("n"))
                        {
                            man.Bearing = "bank_right";
                        }

                        if (keyCodes[i].Equals("h") || keyCodes[i].Equals("j"))
                        {
                            man.Speed = "2";
                        }

                        if (keyCodes[i].Equals("z") || keyCodes[i].Equals("u"))
                        {
                            man.Speed = "3";
                        }

                        break;
                    }
                }
            }
        }

        //THIS IS ONLY FOR TESTING MOVEMENTS!!!!!! DELETE LATER ON!!!!
        //StartCoroutine(GameObject.Find("ScriptHolder").GetComponent<CoroutineHandler>().MoveShipOverTime(GameObject.FindGameObjectsWithTag("SmallShipContainer")[1], man));
        //THIS IS ONLY FOR TESTING MOVEMENTS!!!!!! DELETE LATER ON!!!!

        if (MatchDatas.getPlayers()[MatchDatas.getActivePlayerIndex()].getSelectedhip() != null)
        {
            //TODO Check if comparing pilot names is enough/the right way!!!!!!!
            if (!PilotCardPanel.transform.Find("PilotName").gameObject.GetComponent <UnityEngine.UI.Text>().text.Equals(MatchDatas.getPlayers()[MatchDatas.getActivePlayerIndex()].getSelectedhip().getPilot().Name.ToLower()))
            {
                guiHandler.hideGameObject(PilotCardPanel);
            }

            if (!PilotCardPanel.activeSelf)
            {
                guiHandler.showPilotCard(PilotCardPanel);
                matchHandlerService.showFiringArc(matchHandlerService.getShipHolderForShip(MatchDatas.getPlayers()[MatchDatas.getActivePlayerIndex()].getSelectedhip()));

                if (MatchDatas.getCurrentPhase() == MatchDatas.phases.PLANNING && MatchHandlerUtil.isPlayersOwnShip())
                {
                    guiHandler.showManeuverSelector(PilotCardPanel);
                }
            }
        }
        else
        {
            MatchHandlerUtil.hideActiveShipHighlighters();
            MatchHandlerUtil.hideFiringArcs();
            MatchDatas.setActiveShip(null);
            guiHandler.hideGameObject(PilotCardPanel);
        }

        if (MatchDatas.getCurrentPhase() == MatchDatas.phases.SQUADRON_PLACEMENT)
        {
            updateInfoPanel(SQUADRON_PLACEMENT_INFO);
        }

        if (MatchDatas.getCurrentPhase() == MatchDatas.phases.PLANNING)
        {
            updateInfoPanel(PLANNING_INFO);

            if (MatchHandlerUtil.maneuversPlanned())
            {
                updateInfoPanel(EMPTY_TEXT);
                PhaseHandlerService.nextPhase();
            }
        }

        if (MatchDatas.getCurrentPhase() == MatchDatas.phases.ACTIVATION)
        {
            // TODO Only show this to the current player!!
            if (availableShips.Count > 1)
            {
                foreach (LoadedShip ship in availableShips)
                {
                    foreach (GameObject go in GameObject.FindGameObjectsWithTag("SmallShipContainer"))
                    {
                        if (go.transform.GetComponent <ShipProperties>().getLoadedShip().getShip().ShipId.Equals(ship.getShip().ShipId) && go.transform.GetComponent <ShipProperties>().getLoadedShip().getPilotId() == ship.getPilotId())
                        {
                            updateInfoPanel(MULTIPLE_AVAILABLE_SHIPS_INFO);
                            MatchHandlerUtil.setShipHighlighters(go, true);
                        }
                    }
                }
            }
            else if (availableShips.Count == 1)
            {
                // DUPLICATED IN GameObjectDragAndDrop!!
                foreach (GameObject go in GameObject.FindGameObjectsWithTag("SmallShipContainer"))
                {
                    if (
                        go.transform.GetComponent <ShipProperties>().getLoadedShip().getShip().ShipId.Equals(availableShips[0].getShip().ShipId) &&
                        go.transform.GetComponent <ShipProperties>().getLoadedShip().getPilotId() == availableShips[0].getPilotId() &&
                        !go.transform.GetComponent <ShipProperties>().getLoadedShip().isHasBeenActivatedThisRound()
                        )
                    {
                        go.transform.GetComponent <ShipProperties>().getLoadedShip().setHasBeenActivatedThisRound(true);
                        StartCoroutine(GameObject.Find("ScriptHolder").GetComponent <CoroutineHandler>().MoveShipOverTime(go, go.transform.GetComponent <ShipProperties>().getLoadedShip().getPlannedManeuver()));
                    }
                }
            }
            else
            {
                updateInfoPanel(EMPTY_TEXT);
                MatchHandlerUtil.hideActiveShipHighlighters();
                PhaseHandlerService.nextPhase();
            }
        }
    }
Esempio n. 5
0
    public static void collectUpcomingAvailableShips(bool ascending)
    {
        List <LoadedShip> ships1 = MatchDatas.getPlayers()[0].getNextShips(MatchDatas.getCurrentLevel(), ascending);
        List <LoadedShip> ships2 = MatchDatas.getPlayers()[1].getNextShips(MatchDatas.getCurrentLevel(), ascending);
        // TODO add this bit when 3 player rules are getting included!
        //LoadedShip ship3 = MatchDatas.getPlayers()[2].getNextShip(MatchDatas.getCurrentLevel(), ascending);

        bool ship1IsEmpty = ships1 == null || ships1.Capacity == 0;
        bool ship2IsEmpty = ships2 == null || ships2.Capacity == 0;

        if (ship1IsEmpty && ship2IsEmpty)
        {
            PhaseHandlerService.nextPhase();
        }
        else
        {
            if (ship1IsEmpty && !ship2IsEmpty)
            {
                availableShips = ships2;
                MatchDatas.setActivePlayerIndex(1);
            }

            if (ship2IsEmpty && !ship1IsEmpty)
            {
                availableShips = ships1;
                MatchDatas.setActivePlayerIndex(0);
            }

            if (!ship1IsEmpty && !ship2IsEmpty)
            {
                if (ships1[0].getPilot().Level == ships2[0].getPilot().Level)
                {
                    foreach (LoadedShip ship in ships1)
                    {
                        if (!ship.isHasBeenActivatedThisRound() && MatchDatas.getPlayers()[0].getHasInitiative())
                        {
                            availableShips = ships1;
                            MatchDatas.setActivePlayerIndex(0);
                            break;
                        }
                    }

                    foreach (LoadedShip ship in ships2)
                    {
                        if (!ship.isHasBeenActivatedThisRound() && MatchDatas.getPlayers()[1].getHasInitiative())
                        {
                            availableShips = ships2;
                            MatchDatas.setActivePlayerIndex(1);
                            break;
                        }
                    }
                }
                else
                {
                    if (ascending)
                    {
                        if (ships1[0].getPilot().Level < ships2[0].getPilot().Level)
                        {
                            availableShips = ships1;
                            MatchDatas.setActivePlayerIndex(0);
                        }
                        else
                        {
                            availableShips = ships2;
                            MatchDatas.setActivePlayerIndex(1);
                        }
                    }
                    else
                    {
                        if (ships1[0].getPilot().Level > ships2[0].getPilot().Level)
                        {
                            availableShips = ships1;
                            MatchDatas.setActivePlayerIndex(0);
                        }
                        else
                        {
                            availableShips = ships2;
                            MatchDatas.setActivePlayerIndex(1);
                        }
                    }
                }
            }

            if (MatchDatas.getPlayers()[MatchDatas.getActivePlayerIndex()].isAI() && MatchDatas.getCurrentPhase() == MatchDatas.phases.SQUADRON_PLACEMENT)
            {
                moveAIShips(ascending);
            }
        }
    }
Esempio n. 6
0
 public void OnPointerClick(PointerEventData eventData)
 {
     PhaseHandlerService.nextPhase();
 }
Esempio n. 7
0
    public void OnPointerClick(PointerEventData eventData)
    {
        Debug.Log("Action name: " + this.actionName);
        Debug.Log("PHASE: " + MatchDatas.getCurrentPhase());

        if (MatchDatas.getCurrentPhase() == MatchDatas.phases.ACTION)
        {
            IToken token = null;

            switch (this.actionName)
            {
            case "focus":
                token = new FocusToken();
                break;

            case "evade":
                token = new EvadeToken();
                break;

            case "target lock":
                break;

            case "boost":
                break;

            case "barrel roll":
                break;

            case "slam":
                break;

            case "reinforce":
                break;

            case "cloak":
                break;

            case "decloak":
                break;

            case "coordinate":
                break;

            case "jam":
                break;

            case "recover":
                break;

            case "reload":
                break;

            case "rotate arc":
                break;
            }

            if (token != null)
            {
                Debug.Log("Adding token...");
                MatchDatas.getPlayers()[MatchDatas.getActivePlayerIndex()].getActiveShip().addToken(token);
                MatchDatas.getPlayers()[MatchDatas.getActivePlayerIndex()].getActiveShip().registerPreviousAction(this.actionName);
            }

            // TODO Check if multiple actions can be chosen!
            // TODO Deactivate actions!!!!
        }

        if (GameObject.Find("ActionChoserPopup") != null && MatchDatas.getPlayers()[MatchDatas.getActivePlayerIndex()].getActiveShip().getNumOfActions() == 0)
        {
            GameObject.Find("ActionChoserPopup").gameObject.SetActive(false);
            PhaseHandlerService.endActionPhase();
        }
    }