Esempio n. 1
0
    void ChangeViking(Transform newViking)
    {
        ChangeCameraFollowViking(newViking);

        // TODO: Create members with base viking in them (no need to get the component every time)
        m_ActiveViking = newViking.GetComponent <BaseViking>();

        // TODO: Replace this with INotifyPropertyChanged inteface (notification on change)
        if (m_SelectedViking)
        {
            m_SelectedViking.SelectionChanged(m_ActiveViking);
        }
    }
Esempio n. 2
0
    public void ExecuteAction(InputState inputState)
    {
        if (m_ActiveViking == null)
        {
            Debug.LogWarning("NO active vikings");
            return;
        }

        if (inputState.CheckNoInput())
        {
            m_ActiveViking.NoInput();
            return;
        }

        if (inputState.CheckTriggered(InputAction.SELECT_BAELOG))
        {
            ChangeCameraFollowViking(m_Baelog);
            m_ActiveViking = m_Baelog.GetComponent <BaseViking>();
        }
        else if (inputState.CheckTriggered(InputAction.SELECT_ERIC))
        {
            ChangeCameraFollowViking(m_Eric);
            m_ActiveViking = m_Eric.GetComponent <BaseViking>();
        }
        else if (inputState.CheckTriggered(InputAction.SELECT_OLAF))
        {
            ChangeCameraFollowViking(m_Olaf);
            m_ActiveViking = m_Olaf.GetComponent <BaseViking>();
        }

        //if (inputState.CheckPressed(InputAction.RIGHT) || inputState.CheckPressed(InputAction.LEFT))
        //{
        //    MoveHorizontaly(inputState.CheckPressed(InputAction.RIGHT) ? 1 : -1);
        //}
        //else if (inputState.CheckPressed(InputAction.DOWN) || inputState.CheckPressed(InputAction.UP))
        //{
        //    MoveVertically(inputState.CheckPressed(InputAction.UP) ? 1 : -1);
        //}
        //else
        //{
        //    m_ActiveViking.Action(inputState);
        //}
        m_ActiveViking.SetInputState(inputState);
    }
Esempio n. 3
0
    void Start()
    {
        //m_ActiveViking = GetComponent<ICharacter>();

        m_MainCamera   = Camera.main;
        m_CameraFollow = m_MainCamera.GetComponent <CameraFollowPlayer>();

        // TODO: There will be a bug here, if there is more than one canvas in the scene!
        m_SelectedViking = GameObject.Find("Canvas").GetComponentInChildren <SelectedViking>();

        m_Olaf   = GameObject.Find("Olaf").GetComponent <Transform>();
        m_Eric   = GameObject.Find("Eric").GetComponent <Transform>();
        m_Baelog = GameObject.Find("Baelog").GetComponent <Transform>();


        if (m_CameraFollow)
        {
            //Debug.Log("Setting default viking to Olaf");
            switch (defaultActiveViking)
            {
            case ActiveViking.Olaf:
                m_CameraFollow.ActiveViking = m_Olaf;
                m_ActiveViking = m_Olaf.GetComponent <Vkng>();
                break;

            case ActiveViking.Eric:
                m_CameraFollow.ActiveViking = m_Eric;
                m_ActiveViking = m_Eric.GetComponent <Vkng>();
                break;

            case ActiveViking.Baelog:
                m_CameraFollow.ActiveViking = m_Baelog;
                m_ActiveViking = m_Baelog.GetComponent <Vkng>();
                break;
            }
        }
    }