Esempio n. 1
0
 public void UpdateTurretElement(TurretElement turretElement)
 {
     foreach (KeyValuePair <Transform, TurretInfo> turretSlot in turretsSlots)
     {
         if (turretSlot.Value.TurretElement == turretElement)
         {
             setTurretInfo(turretSlot.Key, turretSlot.Value);
         }
     }
 }
Esempio n. 2
0
    public bool ExistsTierAndElement(TurretTier turretTier, TurretElement turretElement)
    {
        foreach (KeyValuePair <Transform, TurretInfo> turretSlot in turretsSlots)
        {
            if (turretSlot.Value.TurretTier == turretTier && turretSlot.Value.TurretElement == turretElement)
            {
                return(true);
            }
        }

        return(false);
    }
Esempio n. 3
0
    public int GetSlot(TurretElement turretElement, TurretTier turretTier)
    {
        foreach (KeyValuePair <Transform, TurretInfo> turretSlot in turretsSlots)
        {
            if (turretSlot.Value.TurretElement == turretElement && turretSlot.Value.TurretTier == turretTier)
            {
                return(turretsSlots.IndexOf(turretSlot));
            }
        }

        return(-1);
    }
    //Set turret element for variables
    public void StartTurret( IEntity _parentEntity, TurretElement _turretType )
    {
        rotation = new RotateToPoint2D();
        fireSignal = new Signal();

        parentEntity = _parentEntity;
        View view = parentEntity.view;
        turretEntity = view.GetComponent<PlayerView>().turretBehaviour;

        if( view == null || turretEntity == null ){
            Debug.Log( "Selected Entity does not not meet requirement, entity null " + (turretEntity == null) );
            return;
        }

        _t = view._t;
        isFiring = true;
        SetNewTurretType( _turretType );
        fireMechanism = FireMechanism();
        parentEntity.view.StartCoroutine(fireMechanism);
    }
    //When loading data, load ID
    public void SetNewTurretType( TurretElement _turretType )
    {
        turretType = _turretType;
        Sprite[] sprite = Resources.LoadAll<Sprite>( "art/textures/SpriteSheetGeneric" );

        switch(turretType)
        {
        case TurretElement.BASIC_POOL:

            parentEntity.view._sr.sprite = sprite[5];
            Damage = 5;
            Radius = 10;
            FireDelay = 0.5F;
            Salvo = 3;
            break;

        case TurretElement.FIELD_POOL:

            parentEntity.view._sr.sprite = sprite[6];
            Damage = 5;
            Radius = 10;
            FireDelay = 1F;
            Salvo = 3;
            break;

        case TurretElement.LASER_POOL:

            parentEntity.view._sr.sprite = sprite[7];
            Damage = 5;
            Radius = 10;
            FireDelay = 5F;
            Salvo = 1;
            break;
        }
    }