//Gets the sector that was added firstmost from the list. public SectorBehaviour PopFirst() { SectorBehaviour toReturn = sectors[0]; sectors.RemoveAt(0); return(toReturn); }
//Gets a random sector from the list. public SectorBehaviour Pop() { int rand = Random.Range(0, sectors.Count); SectorBehaviour toReturn = sectors[rand]; sectors.RemoveAt(rand); return(toReturn); }
public void OnEndDrag() { if (validSector) { if (selectedSector.isValid) { transform.localPosition = selectedSector.sectorPosition; selectedSector.isValid = false; } } else { transform.localPosition = new Vector3(initialPosition.x, initialPosition.y, 0); selectedSector = null; } ControllerLayout.instance.UpdateInstruments(); }
public void OnTriggerEnter2D(Collider2D other) { if (other.tag == "Sector") { if (other.GetComponent <SectorBehaviour>() != null) { print("enter sector"); selectedSector = other.GetComponent <SectorBehaviour>(); validSector = selectedSector.isValid; print("valid sector = " + validSector); } } if (other.tag == "Center") { print("enter center"); validSector = false; } }
// Update is called once per frame void Update() { miniMapRefresh += Time.deltaTime; if (miniMapRefresh > 0.0f) { GameObject[] sects = GameObject.FindGameObjectsWithTag("Sector"); for (int i = 0; i < sects.Length; i++) { SectorBehaviour sect = sects[i].GetComponent <SectorBehaviour>(); if (sect.miniMapCounterpart == null) { GameObject newMinimapNode = Instantiate(sect.miniMapCounterpartPrefab, transform); sect.miniMapCounterpart = newMinimapNode; } sect.miniMapCounterpart.GetComponent <RectTransform>().localPosition = new Vector3(sect.transform.position.x * 1.3f, sect.transform.position.z * 1.3f, 0) + Vector3.right * 6.5f + Vector3.up * 6.5f; } GameObject[] slaves = GameObject.FindGameObjectsWithTag("MazeSlave"); for (int i = 0; i < slaves.Length; i++) { PlayerBehaviour slave = slaves[i].GetComponent <PlayerBehaviour>(); if (!playerMapTokens.ContainsKey(slave)) { GameObject newMinimapNode = Instantiate(playerMapToken, transform); playerMapTokens.Add(slave, newMinimapNode); } GameObject miniMap; playerMapTokens.TryGetValue(slave, out miniMap); miniMap.GetComponent <RectTransform>().localPosition = new Vector3(slave.transform.position.x * 1.3f, slave.transform.position.z * 1.3f, 0) + Vector3.right * 6.5f + Vector3.up * 6.5f; miniMap.transform.SetParent(null, false); miniMap.transform.SetParent(transform, false); } miniMapRefresh = 0; } }
private void CreateSector(SectorBehaviour sector, int x, int y) { if (sector == null) { return; } SectorBehaviour sect = Instantiate(sector, new Vector3((x - MAP_WIDTH / 2) * 10, 0, (y - MAP_HEIGHT / 2) * 10), sector.transform.rotation); if (sector.generateWalls) { sect.wallSeed = Random.Range(-5000, 5000); } else { sect.wallSeed = -5001; } //Add it to the master sector control. msc.AddSector(sect); NetworkServer.Spawn(sect.gameObject); }
//Adds a given sector to the sectors list. public void AddSector(SectorBehaviour sector) { sectors.Add(sector); remaining -= sector.sectorSize * sector.sectorSize; }
public void AddSector(SectorBehaviour newSector) { allSectors.Add(newSector); }
// Update is called once per frame void Update() { /* if (Input.GetKeyDown(KeyCode.Alpha1)) { * GameSettings.PLAYSTATE = GameSettings.PLAY_STATE.MASTER; * GameSettings.GameStart(); * transform.position = new Vector3(0, 40, 0); * } * if (Input.GetKeyDown(KeyCode.Alpha2)) { * GameSettings.PLAYSTATE = GameSettings.PLAY_STATE.PLAYER; * GameSettings.GameStart(); * } * if (Input.GetKeyDown(KeyCode.Alpha3)) { * GameSettings.PLAYSTATE = GameSettings.PLAY_STATE.SPECTATOR; * GameSettings.GameStart(); * transform.position = new Vector3(0, 40, 0); * }*/ if (GameSettings.PLAYSTATE == GameSettings.PLAY_STATE.MASTER) { if (sectorSelected != null) { sectorSelected.transform.GetChild(0).gameObject.SetActive(false); sectorSelected = null; } Ray mouseRay = new Ray(); mouseRay = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(mouseRay, out hit)) { if (hit.collider.gameObject.tag == "Sector") { sectorSelected = hit.collider.gameObject.GetComponent <SectorBehaviour>(); } } if (sectorSelected != null) { sectorSelected.transform.GetChild(0).gameObject.SetActive(true); if (Input.GetKeyDown(KeyCode.Joystick1Button0) || Input.GetKeyDown(KeyCode.J)) { sectorSelected.Move(Vector3.left); } else if (Input.GetKeyDown(KeyCode.Joystick1Button1) || Input.GetKeyDown(KeyCode.K)) { sectorSelected.Move(Vector3.back); } else if (Input.GetKeyDown(KeyCode.Joystick1Button2) || Input.GetKeyDown(KeyCode.L)) { sectorSelected.Move(Vector3.right); } else if (Input.GetKeyDown(KeyCode.Joystick1Button3) || Input.GetKeyDown(KeyCode.I)) { sectorSelected.Move(Vector3.forward); } if (Input.GetKeyDown(KeyCode.Joystick1Button4)) { sectorSelected.Rotate(-90); //Destroy(sectorSelected.gameObject); } if (Input.GetKeyDown(KeyCode.Joystick1Button5)) { sectorSelected.Rotate(90); } } } }