Esempio n. 1
0
    // Update is called once per frame
    void Update()
    {
        if (GameManagerScript.Instance.curState == GameState.PlayerMove)
        {
            if (!hasMoved)
            {
                if (Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.UpArrow))
                {
                    yPos++;
                    unitScript.SetDirection(Direction.NORTH);
                }
                else if (Input.GetKeyDown(KeyCode.S) || Input.GetKeyDown(KeyCode.DownArrow))
                {
                    yPos--;
                    unitScript.SetDirection(Direction.SOUTH);
                }
                else if (Input.GetKeyDown(KeyCode.A) || Input.GetKeyDown(KeyCode.LeftArrow))
                {
                    xPos--;
                    unitScript.SetDirection(Direction.WEST);
                }
                else if (Input.GetKeyDown(KeyCode.D) || Input.GetKeyDown(KeyCode.RightArrow))
                {
                    xPos++;
                    unitScript.SetDirection(Direction.EAST);
                }
                else
                {
                    return;
                }

                Move();

                hasMoved = true;
            }
            else
            {
                moveTimer += Time.deltaTime;
                if (moveTimer > 0.1f)
                {
                    moveTimer = 0.0f;
                    GameManagerScript.Instance.curState = GameState.EnemyMove;
                    hasMoved = false;
                }
            }
        }
    }
Esempio n. 2
0
    public void Move()
    {
        int newXPos = 0;
        int newYPos = 0;

        bool dirFound = false;

        for (int i = 0; i < (int)Direction.TOTAL; i++)
        {
            switch (unitScript.facingDir)
            {
            case Direction.EAST:
                newXPos = xPos + 1;
                newYPos = yPos;
                break;

            case Direction.WEST:
                newXPos = xPos - 1;
                newYPos = yPos;
                break;

            case Direction.NORTH:
                newXPos = xPos;
                newYPos = yPos + 1;
                break;

            case Direction.SOUTH:
                newXPos = xPos;
                newYPos = yPos - 1;
                break;
            }

            if (SpawnManagerScript.Instance.IsEnemyPresent(newXPos, newYPos))
            {
                int newDir = (int)unitScript.facingDir + 1;
                if (newDir >= (int)Direction.TOTAL)
                {
                    newDir = 0;
                }
                unitScript.SetDirection((Direction)newDir);
            }
            else
            {
                dirFound = true;                 //A direction is found
                break;
            }
        }

        if (!dirFound)
        {
            return;                   //If no direction the unit can go, stop
        }
        xPos = newXPos;
        yPos = newYPos;

        if (yPos >= (int)TileEngineScript.Instance.size.y)
        {
            yPos = (int)TileEngineScript.Instance.size.y - 1;
            unitScript.SetDirection(Direction.SOUTH);
        }
        if (xPos >= (int)TileEngineScript.Instance.size.x)
        {
            xPos = (int)TileEngineScript.Instance.size.x - 1;
            unitScript.SetDirection(Direction.WEST);
        }
        if (yPos < 0)
        {
            yPos = 0;
            unitScript.SetDirection(Direction.NORTH);
        }
        if (xPos < 0)
        {
            xPos = 0;
            unitScript.SetDirection(Direction.EAST);
        }

        transform.position = TileEngineScript.Instance.posMap[yPos, xPos];
    }