Esempio n. 1
0
    /// <summary>
    /// Loads the graphics in.
    /// </summary>
    public void LoadGraphics()
    {
        EmptySpace = new SpaceTile()
        {
            color = Spritemanager.Colors["GREY"], sprite = Spritemanager.GetSprite("space")
        };
        Star = new List <SpaceTile>();
        Star.Add(new SpaceTile()
        {
            color        = Spritemanager.Colors["YELLOW"],
            sprite       = Spritemanager.GetSprite("star1"),
            MovementCost = 3
        });
        Star.Add(new SpaceTile()
        {
            color        = Spritemanager.Colors["RED"],
            sprite       = Spritemanager.GetSprite("star1"),
            MovementCost = 3
        });
        //Star.Add(new SpaceTile()
        //{
        //    color = Spritemanager.Colors["BROWN"],
        //    sprite = Spritemanager.GetSprite("star1"),
        //    MovementCost = 3
        //});

        Planet = new SpaceTile()
        {
            color        = Spritemanager.Colors["BROWN"],
            sprite       = Spritemanager.GetSprite("planet1"),
            MovementCost = 2
        };
    }
Esempio n. 2
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 public void FromTile(SpaceTile t)
 {
     Name         = t.Name;
     MovementCost = t.MovementCost;
     Region       = t.Region;
     sprite       = t.sprite;
     color        = t.color;
     MineralValue = t.MineralValue;
 }
Esempio n. 3
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 private void spawnSpaceTile(Vector2Int pos)
 {
     if (!spaceTiles.ContainsKey(pos))
     {
         GameObject go   = Instantiate(spaceTilePrefab, new Vector3(pos.x * tileSize, 0, pos.y * tileSize), Quaternion.identity, transform);
         SpaceTile  tile = go.GetComponent <SpaceTile>();
         tile.gridPos = pos;
         NetworkServer.Spawn(go);
         spaceTiles.Add(pos, tile);
     }
 }
Esempio n. 4
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    public GameObject getOpenSpaceTokenPosition(Vector2Int pos, bool randomPosition = false)
    {
        if (!hasSpaceAt(pos))
        {
            return(null);
        }

        SpaceTile tile = spaceTiles[pos];

        return(getTokenPosition(tile.tokenPositions, randomPosition));
    }
Esempio n. 5
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    // Use this for initialization
    void Start()
    {
        Colony = StarSystem.GetSpaceTile(Location);
        StarSystem.TimeController.TimeObjects.Add(this);
        var sp = GetComponent <SpriteRenderer>();

        sp.sprite    = StarSystem.Spritemanager.GetSprite("colony");
        ColonyAction = ColonyAction.Mining;
        Attributes   = GetComponent <ColonyAttributes>();
        init         = true;
    }
Esempio n. 6
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        public void Write(Position tilePosition, ref SpaceTile tile)
        {
            var filePath = ToFilePath(tilePosition);

            File.WriteAllText(filePath, JsonConvert.SerializeObject(tile));
        }
Esempio n. 7
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 public void clientRemoveSpaceTile(SpaceTile tile)
 {
     spaceCoords.Remove(tile.gridPos);
     spaceTiles.Remove(tile.gridPos);
 }
Esempio n. 8
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 public void clientAddSpaceTile(SpaceTile tile)
 {
     spaceCoords.Add(tile.gridPos);
     spaceTiles.Add(tile.gridPos, tile);
 }
Esempio n. 9
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    public static void LoadLevel(int level)
    {
        LevelNumber = level;
        /* Path.Combine with string array parameter is unsupported for some reason on Mac OS X */
        /* Using custom Path.Combine workaround */
        string    levelDesignPath = Utils.Path.Combine("LevelDesigns", "Level" + level);
        TextAsset levelJSON       = Resources.Load <TextAsset>(levelDesignPath);

        if (levelJSON == null)
        {
            if (level != 0)
            {
                LoadLevel(0);
            }
            return;
        }
        JSONNode levelDesign      = JSON.Parse(levelJSON.text);
        bool     playerStartSpace = false;

        CurrentLevel.Destroy();

        // Reading the JSON level.Grid string array field
        int i = 0;

        foreach (var row in levelDesign["Grid"].AsArray)
        {
            int rowIndex = (levelDesign["Grid"].Count - 1) - i;
            CurrentLevel.AddRow(new List <AbstractGameObject>());

            foreach (var column in row.ToString().Trim('"').ToCharArray().Select((value, index) => new { value, index }))
            {
                string     assetPrefabPath   = Utils.Path.Combine("Prefabs");
                string     assetPath         = null;
                Quaternion doorRotation      = Quaternion.Euler(0.0f, 0.0f, 0.0f);
                Vector3    rowColumnPosition = new Vector3(column.index * LevelScale, 0.0f, rowIndex * LevelScale);

                switch (column.value)
                {
                case 'W':
                    // Wall
                    assetPath = Utils.Path.Combine(assetPrefabPath, "WallTiles", "BrickWallTile");
                    GameObject wall       = MonoBehaviour.Instantiate(Resources.Load(assetPath)) as GameObject;
                    WallTile   wallScript = wall.GetComponent <WallTile>();
                    wallScript.TransformCached.position    = rowColumnPosition;
                    wallScript.TransformCached.localScale *= LevelScale;
                    CurrentLevel.AddToRow(i, wallScript);
                    break;

                case 'd':
                    // Door left-right
                    doorRotation = Quaternion.Euler(0.0f, 90.0f, 0.0f);
                    goto case 'D';

                case 'D':
                    // Door forward-backward
                    assetPath = Utils.Path.Combine(assetPrefabPath, "Doors", "WoodenDoor");
                    GameObject door       = MonoBehaviour.Instantiate(Resources.Load(assetPath)) as GameObject;
                    Door       doorScript = door.GetComponent <Door>();
                    doorScript.TransformCached.position    = rowColumnPosition;
                    doorScript.TransformCached.rotation    = doorRotation;
                    doorScript.TransformCached.localScale *= LevelScale;
                    CurrentLevel.LevelEnvironmentObjects.Add(doorScript);
                    CurrentLevel.ObstructionMap[rowColumnPosition] = doorScript;
                    goto case 'F';

                case '^':
                    // Does not work with Google VR SDK
                    // Start Facing Forward
                    if (!playerStartSpace)
                    {
                        Player.MainPlayer.TransformCached.rotation = Quaternion.Euler(0.0f, 0.0f, 0.0f);
                    }
                    goto case 'S';

                case 'v':
                    // Does not work with Google VR SDK
                    // Start Facing Backward
                    if (!playerStartSpace)
                    {
                        Player.MainPlayer.TransformCached.rotation = Quaternion.Euler(0.0f, 180.0f, 0.0f);
                    }
                    goto case 'S';

                case '<':
                    // Does not work with Google VR SDK
                    // Start Facing Left
                    if (!playerStartSpace)
                    {
                        Player.MainPlayer.TransformCached.rotation = Quaternion.Euler(0.0f, -90.0f, 0.0f);
                    }
                    goto case 'S';

                case '>':
                    // Does not work with Google VR SDK
                    // Start Facing Right
                    if (!playerStartSpace)
                    {
                        Player.MainPlayer.TransformCached.rotation = Quaternion.Euler(0.0f, 90.0f, 0.0f);
                    }
                    goto case 'S';

                case 'S':
                    // Start
                    if (!playerStartSpace)
                    {
                        Player.MainPlayer.SetPosition(rowColumnPosition);
                        playerStartSpace = true;
                    }
                    goto case 'F';

                case 'G':
                    // Goal
                    assetPath = Utils.Path.Combine(assetPrefabPath, "Effects", "GoalSpaceTileEffect");
                    GameObject goal       = MonoBehaviour.Instantiate(Resources.Load(assetPath)) as GameObject;
                    GoalEffect goalScript = goal.GetComponent <GoalEffect>();
                    goalScript.TransformCached.position    = rowColumnPosition;
                    goalScript.TransformCached.localScale *= LevelScale;
                    CurrentLevel.LevelEnvironmentObjects.Add(goalScript);
                    CurrentLevel.GoalLocation = rowColumnPosition;
                    goto case 'F';

                case 'F':
                    // Floor
                    assetPath = Utils.Path.Combine(assetPrefabPath, "SpaceTiles", "ConcreteFloorTiledCeilingSpaceTile");
                    GameObject floor       = MonoBehaviour.Instantiate(Resources.Load(assetPath)) as GameObject;
                    SpaceTile  floorScript = floor.GetComponent <SpaceTile>();
                    floorScript.TransformCached.position    = rowColumnPosition;
                    floorScript.TransformCached.localScale *= LevelScale;
                    CurrentLevel.AddToRow(i, floorScript);
                    break;

                default:
                    break;
                }
            }
            i++;
        }

        // Reading the JSON level.LightSourceMap string array field
        i = 0;
        foreach (var row in levelDesign["LightSourceMap"].AsArray)
        {
            foreach (var column in row.ToString().Trim('"').ToCharArray().Select((value, index) => new { value, index }))
            {
                if (column.value == '-')
                {
                    continue;
                }
                if (!CurrentLevel.LightSourceListenerMap.ContainsKey(column.value))
                {
                    CurrentLevel.LightSourceListenerMap[column.value] = new List <ILightSourceListener>();
                }
                var spaceTile = CurrentLevel.LevelGrid[i][column.index] as SpaceTile;
                spaceTile.SetLightSource(column.value);
                CurrentLevel.LightSourceListenerMap[column.value].Add(spaceTile);
            }
            i++;
        }

        // Reading the JSON level.LightSwitches object array field
        foreach (JSONNode lightSwitch in levelDesign["LightSwitches"].AsArray)
        {
            string      assetPath   = Utils.Path.Combine("Prefabs", "Switches", "LightSwitch");
            GameObject  light       = MonoBehaviour.Instantiate(Resources.Load(assetPath)) as GameObject;
            LightSwitch lightScript = light.GetComponent <LightSwitch>();
            lightScript.TransformCached.position    = new Vector3(lightSwitch["Position"]["X"].AsFloat * LevelScale, 0.0f, lightSwitch["Position"]["Y"].AsFloat * LevelScale);
            lightScript.TransformCached.rotation    = Quaternion.Euler(0.0f, lightSwitch["Yaw"].AsFloat, 0.0f);
            lightScript.TransformCached.localScale *= LevelScale;
            lightScript.SetLightSource(lightSwitch["LightSource"].ToString().Trim('"').ToCharArray()[0]);
            CurrentLevel.LightSourceMap[lightSwitch["LightSource"].ToString().Trim('"').ToCharArray()[0]] = lightScript;
            CurrentLevel.LevelEnvironmentObjects.Add(lightScript);
        }

        // Reading the JSON level.DoorUnlockSwitches object array field
        foreach (JSONNode doorUnlockSwitch in levelDesign["DoorUnlockSwitches"].AsArray)
        {
            string           assetPath        = Utils.Path.Combine("Prefabs", "Switches", "DoorUnlockSwitch");
            GameObject       doorSwitch       = MonoBehaviour.Instantiate(Resources.Load(assetPath)) as GameObject;
            DoorUnlockSwitch doorSwitchScript = doorSwitch.GetComponent <DoorUnlockSwitch>();
            doorSwitchScript.TransformCached.position    = new Vector3(doorUnlockSwitch["Position"]["X"].AsFloat * LevelScale, 0.0f, doorUnlockSwitch["Position"]["Y"].AsFloat * LevelScale);
            doorSwitchScript.TransformCached.rotation    = Quaternion.Euler(0.0f, doorUnlockSwitch["Yaw"].AsFloat, 0.0f);
            doorSwitchScript.TransformCached.localScale *= LevelScale;
            foreach (JSONNode unlockableDoor in doorUnlockSwitch["DoorPositions"].AsArray)
            {
                Vector3 doorPos = new Vector3(unlockableDoor["X"].AsFloat * LevelScale, 0.0f, unlockableDoor["Y"].AsFloat * LevelScale);
                if (CurrentLevel.ObstructionMap.ContainsKey(doorPos) && CurrentLevel.ObstructionMap[doorPos] is Door)
                {
                    (CurrentLevel.ObstructionMap[doorPos] as Door).SetUnlockSwitch(doorSwitchScript);
                }
            }
            CurrentLevel.LevelEnvironmentObjects.Add(doorSwitchScript);
        }

        // Reading the JSON level.Enemies object array field
        foreach (JSONNode enemy in levelDesign["Enemies"].AsArray)
        {
            string      assetPath   = Utils.Path.Combine("Prefabs", "Enemies", enemy["Type"]);
            GameObject  enemyPlayer = MonoBehaviour.Instantiate(Resources.Load(assetPath)) as GameObject;
            EnemyPlayer enemyScript = enemyPlayer.GetComponent <EnemyPlayer>();
            enemyScript.SetPosition(new Vector3(enemy["Position"]["X"].AsFloat * LevelScale, 0.0f, enemy["Position"]["Y"].AsFloat * LevelScale));
            enemyScript.TransformCached.position    = new Vector3(enemy["Position"]["X"].AsFloat * LevelScale, 0.0f, enemy["Position"]["Y"].AsFloat * LevelScale);
            enemyScript.TransformCached.rotation    = Quaternion.Euler(0.0f, enemy["Yaw"].AsFloat, 0.0f);
            enemyScript.TransformCached.localScale *= LevelScale;
            enemyScript.SetRestTimeSeconds(enemy["RestTimeSeconds"].AsFloat);
            List <Vector3> patrolPath = new List <Vector3>();
            foreach (JSONNode position in enemy["PatrolPath"].AsArray)
            {
                patrolPath.Add(new Vector3(position["X"].AsFloat * LevelScale, 0.0f, position["Y"].AsFloat * LevelScale));
            }
            enemyScript.SetPatrolPath(patrolPath);
            string enemyLightSource = enemy["LightSource"].ToString().Trim('"');
            if (!string.IsNullOrEmpty(enemyLightSource) && enemyLightSource != "-")
            {
                char enemyLightSourceChar = enemyLightSource.ToCharArray()[0];
                if (!CurrentLevel.LightSourceListenerMap.ContainsKey(enemyLightSourceChar))
                {
                    CurrentLevel.LightSourceListenerMap[enemyLightSourceChar] = new List <ILightSourceListener>();
                }
                enemyScript.SetLightSource(enemyLightSourceChar);
                CurrentLevel.LightSourceListenerMap[enemyLightSourceChar].Add(enemyScript);
            }
            CurrentLevel.LevelEnemies.Add(enemyScript);
        }

        if (!playerStartSpace)
        {
            Debug.LogException(new System.Exception("No player start position."));
            Application.Quit();
        }

        Player.Initialize();
    }