Esempio n. 1
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 protected Marker(TerrainIns terrain, Vector2 location)
 {
     Terrain    = terrain;
     HasElement = terrain.HasElement;
     HasMonster = terrain.HasMonster;
     Location   = location;
     CharMap    = new char[16, 16];
     for (int x = 0; x < 16; x++)
     {
         for (int y = 0; y < 16; y++)
         {
             CharMap[x, y] = 'E';
         }
     }
 }
Esempio n. 2
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 //Terrain
 internal void SetActiveTerrain(TerrainIns currentTerrain)
 {
     _terrain = currentTerrain;
 }
Esempio n. 3
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 public Marker(TerrainIns terrain, Vector2 location, int key)
 {
     Terrain     = terrain;
     Location    = location;
     MarkerIndex = key;
 }
Esempio n. 4
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 public void OpenMiniMap()
    {
        Vector3 currentPos = _player.position;
        Vector2 mapPos = _terrainManager.WorldToMapPosition(currentPos);
        Debug.Log("OpenMiniMap " + "currentPos =" + currentPos + "mapPos =" + mapPos);
        //Preparing to switch the scene
        GameObject go = new GameObject();
        //Make go unDestroyable
        GameObject.DontDestroyOnLoad(go);
        var starter = go.AddComponent<SceneStarter>();
        starter.Key = Key;
        starter.MapPosition = mapPos;
        starter.PreviousPosition = currentPos;
        go.name = "Scene Starter";
        //switch the scene
        SceneManager.LoadScene(SceneSettings.SceneIdForMiniMap);
    }
    private void LoadCaches()
    {
        foreach (var item in _cache.Find("Digging", transform.position, _horizontalTiles, false))
            CreateDigging(item.Location,false);
        foreach (var item in _cache.Find("Item", transform.position, _horizontalTiles, false))
            CreateItem(item.Location, Int32.Parse(item.Content));
    }
    //Terrains
    public TerrainIns SelectTerrain(float x, float y)
    {
        return SelectTerrain(new Vector2(x, y));
    }
    public TerrainIns SelectTerrain(Vector2 pos)
    {
        return Marker.Closest(_markers, pos, Key).Terrain;
    }
    //Elements
    private void SetAvailableMarketElements(TerrainIns terrain)
    {
        _elementTypes.Clear();
        if (terrain.HasElement)
            for (int i = 0; i < _allElements.Count; i++)
                if (_allElements[i].FavoriteTerrainTypes == terrain.Type)
                    _elementTypes.Add(_allElements[i]);
    }
    void SetElements(char[,] charMap, Vector2 location)
    {
        int elementMass = RandomHelper.Range(location.x, location.y, Key, 14 * 14) / 4;
        for (int i = 0; i < elementMass; i++)
        {
Esempio n. 5
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     float distance = Vector2.Distance(bLoc, pos);
            if (distance < 0.5)
                return element;
        }
        return null;
    }
    internal bool DestroyElement(ActiveElementType element, bool useTool)
    {
        if (useTool)
            if (!_inv.ElementToolUse(element.ElementTypeInUse))
                return false;
        _elements.Remove(element);
        Destroy(element.gameObject);
        return true;
    }
    //Monsters
    private void SetAvailableMarketMonsters(TerrainIns terrain)
    {
 //Todo:Performance: this get executed 9 time each time the terrain load not good 
        _monsterTypes.Clear();
        if (terrain.HasMonster)
            for (int i = 0; i < _allMonster.Count; i++)
                if (_allMonster[i].FavoriteTerrainTypes == terrain.Type )
                    _monsterTypes.Add(_allMonster[i]);
    }
    private void SetMonsters(char[,] charMap, Vector2 location)
    {
        int monstersMass = RandomHelper.Range(location.x, location.y, Key, 14 * 14) /30;
        for (int i = 0; i < monstersMass; i++)
        {
Esempio n. 6
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    // Update is called once per frame
    void Update()
    {
        if (_inv.InventoryPanelStat())
        {
            return;
        }
        InLineOfSight();
        var pos = transform.position;

        pos.z += 0.01f;

        if (Input.GetMouseButtonDown(0) && !EventSystem.current.IsPointerOverGameObject())
        {
            _popupAction.SetActive(false);
            var   touchLocation = Camera.main.ScreenToWorldPoint(Input.mousePosition);
            float distance      = Vector2.Distance(touchLocation, pos);
            //AttackTarget Also check AttackInside
            foreach (var monster in _terrainManager.GetMonster(touchLocation, 0.4f))
            {
                _popupAction.GetComponent <ActionHandler>().SetActiveMonster(monster, transform, "Terrain");
                CreateFloatingAction(touchLocation, "Monster");
                return;
            }
            //Consume Element
            var currentElement = _terrainManager.GetElement(touchLocation);
            if (currentElement != null)
            {
                if (distance < 1)
                {
                    _popupAction.GetComponent <ActionHandler>().SetActiveElement(currentElement);
                    CreateFloatingAction(touchLocation, "Element");
                    return;
                }
            }
            //Pick Up Item
            var currentItem = _terrainManager.GetDropItem(touchLocation);
            if (currentItem != null)
            {
                print("currentItem happening :" + distance + " _item:" + currentItem.ItemTypeInUse.Name);
                if (distance < 1)
                {
                    _popupAction.GetComponent <ActionHandler>().SetActiveItem(currentItem, "Terrain");
                    _popupAction.GetComponent <ActionHandler>().GrabItem();
                    //Performance: Less click approach
                    //CreateFloatingAction(touchLocation, "Item");
                }
                else
                {
                    _GUIManager.PrintMessage("Too Far from this Target!", Color.yellow);
                }
                return;
            }
            //Digging
            if (distance < 1)
            {
                TerrainIns currentTerrain = _terrainManager.SelectTerrain(touchLocation);
                //print("TerrainIns distance < 1" +currentTerrain.MyInfo());
                if (currentTerrain.Digable)
                {
                    touchLocation.z = pos.z;
                    _popupAction.GetComponent <ActionHandler>().SetActiveTerrain(currentTerrain);
                    CreateFloatingAction(touchLocation, "Dig");
                    return;
                }
            }
            CreateFloatingAction(touchLocation, "Map");
        }
    }