Esempio n. 1
0
    IEnumerator MoveCoins()
    {
        yield return(new WaitForSeconds(1.0f));

        foreach (GameObject p2c in runHumanVsAIGame.p2coins)
        {
            if (p2c == null)
            {
                continue;
            }
            float      sqrdist          = 100000;
            GameObject closestHumanCoin = null;
            foreach (GameObject p1c in runHumanVsAIGame.p1coins)
            {
                if (p1c == null)
                {
                    continue;
                }
                Vector3 testdisp = p2c.transform.position - p1c.transform.position;
                float   testdist = Vector3.SqrMagnitude(testdisp);
                if (testdist < sqrdist)
                {
                    sqrdist          = testdist;
                    closestHumanCoin = p1c;
                }
            }
            //closest coin hit
            if (closestHumanCoin == null)
            {
                yield return(null);
            }
            else
            {
                coinProps info = p2c.GetComponent <coinProps> ();
                info.toggleLocked(true);
                info.locked = true;

                Vector3 dir         = closestHumanCoin.transform.position - p2c.transform.position;
                float   forceFactor = p2c.GetComponent <coinProps> ().forceFactor;
                Vector3 forceToAdd  = dir.normalized * .85f * forceFactor;               // why not .8 for now
                //Debug.Log(coin.name + forceToAdd);
                p2c.GetComponent <Rigidbody>().AddForceAtPosition(forceToAdd, p2c.transform.position);
                yield return(new WaitForSeconds(1.0f));
            }
        }
        turnInProgress = false;
        yield return(null);
    }
Esempio n. 2
0
    //s


    void CastRayToWorld(Vector2 pos)
    {
        //Debug.Log ("initially: " + clicks);

        Ray r = Camera.main.ScreenPointToRay(pos);
        //Vector3 p = r.origin + r.direction*(10 - (-.17f));
        Vector3    p = Vector3.zero;
        RaycastHit test;
        LayerMask  lm;                //our layermask for raycasting to ignore coins not in turn

        lm = lm2;
        lm = ~lm;

        bool       hitCoin = false;
        GameObject coinHit;

        if (Physics.Raycast(r.origin, r.direction, out test, Mathf.Infinity, lm))
        {
            p = test.point;

            GameObject gotHit = test.collider.gameObject;


            if (!gotHit.name.StartsWith("Terrain"))
            {
                if (clicks == 0)
                {
                    focusSimple coinF = gotHit.GetComponent <focusSimple> ();
                    if (!coinF)
                    {
                        return;
                    }
                    coinF.handleSelection();
                    return;
                }

                Vector3 adjust = test.normal;
                adjust.Normalize();

                p += -.1f * adjust;
            }
            else
            {
                deselectAllCoins();

                Vector3 adjust = test.normal;
                adjust.Normalize();

                p += .1f * adjust;
            }
        }


        if (clicks == 0)
        {
            clickPos = p;
            clicks  += 1;
            //Debug.Log("h " + clicks);//added
        }
        else
        {
            clicks = 0;
            Vector3 dir = p - clickPos;

            //k so here rather than debug dray ray do a line renderer so viewer can see in scene

            StartCoroutine(drawLine(clickPos, p, 1.0f));

            Debug.DrawRay(clickPos, dir, Color.blue, 5.0f);
            RaycastHit hit;
            float      dist = dir.magnitude;
            if (Physics.Raycast(clickPos, dir, out hit, dist, lm))
            {
                GameObject target = hit.collider.gameObject;


                coinProps info = target.GetComponent <coinProps> ();
                //if (info.owner != turn){return;} // so exit if WAIT NO use raycast layber bitmask and here just check for locked/set it if false to true and increment a var to decide if turn over
                if (!info)
                {
                    return;
                }
                if (info.locked)                          //so this coin is locked meaning have already launched it
                {
                    return;
                }
                info.toggleLocked(true);
                info.locked = true;                         //so we're going to launch this so need to lock it so can't double launch in same turn


                Rigidbody coin = target.GetComponent <Rigidbody> ();

                float distToHit = Vector3.Distance(hit.point, clickPos);

                float ratio = distToHit / dist;
                //Debug.Log("N/D: " + ratio);


                Vector3 offset = hit.point - coin.position;

                float offsetsize = offset.magnitude;
                //Debug.Log(offsetsize); offset = useless for coins--always = .5. For pencilwars (original) it had meaning...

                forceFactor = target.GetComponent <coinProps> ().forceFactor;

                Vector3 forceToAdd = dir.normalized * ratio * forceFactor;                        // * Mathf.Pow (offsetsize,spower);
                //Debug.Log(coin.name + forceToAdd);
                coin.AddForceAtPosition(forceToAdd, hit.point);
            }
        }

        //Debug.Log ("at the end: " + clicks);
    }
Esempio n. 3
0
    void handleTurn()
    {
        bool canChangeTurn = true;        //so start off saying yes can change turn from px but then go through all of px's coins and if it is the case that at least one remains unlocked, then nope, can't switch

        if (turn == 1)
        {
            foreach (GameObject c in p1coins)
            {
                if (c)
                {
                    coinProps info = c.GetComponent <coinProps>();
                    //Debug.Log(info.locked);
                    if (!info.locked)
                    {
                        canChangeTurn = false;
                    }
                }
            }
        }
        else
        {
            foreach (GameObject c in p2coins)
            {
                if (c)
                {
                    coinProps info = c.GetComponent <coinProps>();
                    if (!info.locked)
                    {
                        canChangeTurn = false;
                    }
                }
            }
        }

        if (canChangeTurn)
        {
            if (turn == 1)
            {
                foreach (GameObject c in p2coins)
                {
                    if (c)
                    {
                        coinProps info = c.GetComponent <coinProps>();
                        info.toggleLocked(false);
                        info.locked = false;
                    }
                }
                turn = 2;
            }
            else
            {
                foreach (GameObject c in p1coins)
                {
                    if (c)
                    {
                        coinProps info = c.GetComponent <coinProps>();
                        info.toggleLocked(false);
                        info.locked = false;
                    }
                }
                turn = 1;
            }
        }
    }