Esempio n. 1
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    //Gets the sector that was added firstmost from the list.
    public SectorBehaviour PopFirst()
    {
        SectorBehaviour toReturn = sectors[0];

        sectors.RemoveAt(0);
        return(toReturn);
    }
Esempio n. 2
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    //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);
    }
Esempio n. 3
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 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();
 }
Esempio n. 4
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 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;
     }
 }
Esempio n. 5
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    // 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;
        }
    }
Esempio n. 6
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    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);
    }
Esempio n. 7
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 //Adds a given sector to the sectors list.
 public void AddSector(SectorBehaviour sector)
 {
     sectors.Add(sector);
     remaining -= sector.sectorSize * sector.sectorSize;
 }
Esempio n. 8
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 public void AddSector(SectorBehaviour newSector)
 {
     allSectors.Add(newSector);
 }
Esempio n. 9
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    // 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);
                }
            }
        }
    }