Esempio n. 1
0
        /// <summary>
        /// Initialize the board controller
        /// </summary>
        public void Start()
        {
            this.Cells = new CellController[(this.GridSize * 2) + 1, (this.GridSize * 2) + 1];
            this.Units = new Unit[(this.GridSize * 2) + 1, (this.GridSize * 2) + 1];

            for (int i = -1 * this.GridSize; i <= this.GridSize; i++)
            {
                for (int j = -1 * this.GridSize; j <= this.GridSize; j++)
                {
                    if (HexDistance.Distance(0, 0, i, j) <= this.GridSize)
                    {
                        float x = i;
                        if (Math.Abs(j) % 2 == 1)
                        {
                            x = i + 0.5f;
                        }

                        var hex = (CellController)Instantiate(this.HexCellPrefab);
                        hex.transform.position = new Vector3(x * this.XScale, this.YPosition, j * this.ZScale);

                        CellCoordinate cellCoord = WorldToGameConverter.ConvertWorldToCell(hex.transform.position, this.ZScale);
                        hex.gameObject.name = "(" + cellCoord.X + ", " + cellCoord.Y + ")";
                        this.SetCell(cellCoord.X, cellCoord.Y, hex);
                        CellController cellController = hex.GetComponent <CellController>();
                        cellController.BoardController = this;
                        cellController.Coordinate      = cellCoord;
                    }
                }
            }
        }
Esempio n. 2
0
        /// <summary>
        /// Returns whether the unit can move to the given coordinate
        /// </summary>
        /// <param name="coord">Coordinate to check</param>
        /// <returns>Whether or not the unit can move to the coordinate</returns>
        public virtual bool CanMove(CellCoordinate coord)
        {
            if (HexDistance.Distance(this.Coordinate, coord) <= this.MaxMoveRange && !this.BoardController.IsOccupied(coord))
            {
                return(true);
            }

            return(false);
        }
Esempio n. 3
0
        /// <summary>
        /// Determines whether or not an attack against the given unit is possible
        /// </summary>
        /// <param name="unit">Unit to attack</param>
        /// <returns>Whether or not the unit can be attacked</returns>
        public virtual bool CanAttack(Unit unit)
        {
            if (unit != null && unit != this && unit.Owner != this.Owner &&
                HexDistance.Distance(this.Coordinate, unit.Coordinate) <= this.AttackRange)
            {
                return(true);
            }

            return(false);
        }
Esempio n. 4
0
        /// <summary>
        /// Determines whether or not healing the given unit is possible
        /// </summary>
        /// <param name="unit">Unit to heal</param>
        /// <returns>Whether or not the unit can be healed</returns>
        public bool CanHeal(Unit unit)
        {
            if (unit != null && unit != this && unit.Owner == this.Owner &&
                HexDistance.Distance(this.Coordinate, unit.Coordinate) <= this.HealRange)
            {
                return(true);
            }

            return(false);
        }
Esempio n. 5
0
        /// <summary>
        /// Gets the cells neighbors
        /// </summary>
        /// <returns>List of neighbors</returns>
        public List <CellCoordinate> GetNeighbors()
        {
            List <CellCoordinate> list = new List <CellCoordinate>();

            for (int i = -1 * this.BoardController.GridSize; i <= this.BoardController.GridSize; i++)
            {
                for (int j = -1 * this.BoardController.GridSize; j <= this.BoardController.GridSize; j++)
                {
                    if (HexDistance.Distance(0, 0, i, j) <= this.BoardController.GridSize &&
                        HexDistance.Distance(this.Coordinate.X, this.Coordinate.Y, i, j) == 1)
                    {
                        list.Add(new CellCoordinate(i, j));
                    }
                }
            }

            return(list);
        }