/// <summary>
        /// Checks if the position is available for the device.
        /// </summary>
        /// <param name="device">The device.</param>
        /// <param name="x">X coordinate of the position.</param>
        /// <param name="y">Y coordinate of the position.</param>
        /// <returns>True if the position is available.</returns>
        public bool IsValidPosition(EnergyDevice device, int x, int y)
        {
            // check if in bounds
            if (x < 0 || y < 0)
            {
                return(false);
            }
            if (x + device.grid.width > grid.width || y + device.grid.height > grid.height)
            {
                return(false);
            }

            // check if area occupied
            for (int ix = 0; ix < device.grid.width; ++ix)
            {
                for (int iy = 0; iy < device.grid.height; ++iy)
                {
                    if (GetSlot(x + ix, y + iy).attachedDevice != null)
                    {
                        return(false);
                    }
                }
            }
            return(true);
        }
 public void SetElementsActive(EnergyDevice device, bool active, int childIndex = -1)
 {
     for (int x = 0; x < grid.width; ++x)
     {
         for (int y = 0; y < grid.height; ++y)
         {
             var slot = GetSlot(x, y);
             if (slot.attachedDevice == device)
             {
                 var go = grid.GetElementObject(x, y);
                 if (go != null)
                 {
                     if (childIndex >= 0)
                     {
                         var child = go.transform.GetChild(childIndex);
                         if (child != null)
                         {
                             child.gameObject.SetActive(active);
                         }
                     }
                     else
                     {
                         go.SetActive(active);
                     }
                 }
             }
         }
     }
 }
        public bool Remove(EnergyDevice device)
        {
            if (!attachedDevices.Remove(device))
            {
                return(false);
            }
            device.slot = null;
            int x, y;

            if (FindPositionOfDevice(device, out x, out y))
            {
                RemoveFromMatrix(x, y);
            }
            for (int i = 0; i < deviceEffects.Count; ++i)
            {
                device.RemoveDeviceEffects(deviceEffects[i].source);
            }
            if (DeviceRemoved != null)
            {
                DeviceRemoved(this, new EnergyDeviceSlotEventArgs {
                    device = device, x = x, y = y
                });
            }
            return(true);
        }
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 /// <summary>
 /// Adds the device effect to this device.
 /// </summary>
 /// <param name="device">The device that is the source of the effect.</param>
 /// <param name="effect">The effect data.</param>
 public void AddDeviceEffect(EnergyDevice device, EnergyDeviceType.DeviceEffect effect)
 {
     deviceEffects.Add(new DeviceEffect
     {
         source = device,
         efficiencyMultiplier = effect.efficiencyMultiplier
     });
 }
 /// <summary>
 /// Tries to find an available position for the device in this slot and add it to that position.
 /// </summary>
 /// <param name="device">The device.</param>
 /// <param name="x">X coordinate of the position of the added device.</param>
 /// <param name="y">Y coordinate of the position of the added device.</param>
 /// <returns>True if the device was added.</returns>
 public bool TryAddToFirstAvailablePosition(EnergyDevice device, out int x, out int y)
 {
     if (FindFirstAvailablePosition(device, out x, out y))
     {
         AddToPosition(device, x, y);
         return(true);
     }
     return(false);
 }
        /// <summary>
        /// Tries to add the device to the position in this slot.
        /// </summary>
        /// <param name="device">The device.</param>
        /// <param name="x">X coordinate of the position.</param>
        /// <param name="y">Y coordinate of the position.</param>
        /// <returns>True if the device was added.</returns>
        public bool TryAddToPosition(EnergyDevice device, int x, int y)
        {
            if (!IsValidPosition(device, x, y))
            {
                return(false);
            }

            AddToPosition(device, x, y);
            return(true);
        }
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 /// <summary>
 /// Removes all effects of the device from this device.
 /// </summary>
 /// <param name="device">The device whose effects will be removed.</param>
 public void RemoveDeviceEffects(EnergyDevice device)
 {
     for (int i = deviceEffects.Count - 1; i >= 0; --i)
     {
         if (deviceEffects[i].source == device)
         {
             deviceEffects.RemoveAt(i);
         }
     }
     lastEffectTime = Time.time;
 }
 protected void SetToMatrix(EnergyDevice device, int x, int y)
 {
     for (int ix = 0; ix < device.grid.width; ++ix)
     {
         for (int iy = 0; iy < device.grid.height; ++iy)
         {
             var slot = GetSlot(x + ix, y + iy);
             slot.attachedDevice = device;
         }
     }
 }
        /// <summary>
        /// Adds the device effect to this slot and all attached devices.
        /// </summary>
        /// <param name="device">The device that is the source of the effect.</param>
        /// <param name="effect">The effect data.</param>
        public void AddDeviceEffect(EnergyDevice device, EnergyDeviceType.DeviceEffect effect)
        {
            deviceEffects.Add(new DeviceEffect
            {
                source = device,
                efficiencyMultiplier = effect.efficiencyMultiplier
            });

            for (int i = 0; i < attachedDevices.Count; ++i)
            {
                attachedDevices[i].AddDeviceEffect(device, effect);
            }
        }
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 protected void RemoveFromMatrix(EnergyDevice device)
 {
     for (int x = 0; x < grid.width; ++x)
     {
         for (int y = 0; y < grid.height; ++y)
         {
             var slot = GetSlot(x, y);
             if (slot.attachedDevice == device)
             {
                 slot.attachedDevice = null;
             }
         }
     }
 }
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 public bool FindPositionOfDevice(EnergyDevice device, out int x, out int y)
 {
     for (int ix = 0; ix < grid.width; ++ix)
     {
         for (int iy = 0; iy < grid.height; ++iy)
         {
             if (GetSlot(ix, iy).attachedDevice == device)
             {
                 x = ix; y = iy;
                 return(true);
             }
         }
     }
     x = y = -1;
     return(false);
 }
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 /// <summary>
 /// Finds an available position for the device in this slot.
 /// </summary>
 /// <param name="device">The device.</param>
 /// <param name="x">X coordinate of the found position.</param>
 /// <param name="y">Y coordinate of the found position.</param>
 /// <returns>True if a free position was found.</returns>
 public bool FindFirstAvailablePosition(EnergyDevice device, out int x, out int y)
 {
     // naive, inefficient
     for (int ix = 0; ix < grid.width; ++ix)
     {
         for (int iy = 0; iy < grid.height; ++iy)
         {
             if (IsValidPosition(device, ix, iy))
             {
                 x = ix; y = iy;
                 return(true);
             }
         }
     }
     x = y = -1;
     return(false);
 }
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        /* protected because this does not check if the position is valid */
        protected void AddToPosition(EnergyDevice device, int x, int y)
        {
            SetToMatrix(device, x, y);

            if (attachedDevices.Count == 0)
            {
                lastEffectTime = Time.time;
            }

            attachedDevices.Add(device);
            for (int i = 0; i < deviceEffects.Count; ++i)
            {
                device.deviceEffects.Add(deviceEffects[0]);
            }
            device.slot = this;

            if (DeviceAttached != null)
            {
                DeviceAttached(this, new EnergyDeviceSlotEventArgs {
                    device = device, x = x, y = y
                });
            }
        }
 private void RemoveHazard(EnergyDevice hazard)
 {
     hazard.gameObject.SetActive(false);
     hazard.SetTarget(null);
 }
 private void AddHazard(EnergyDevice hazard, EnergyDeviceSlot target)
 {
     hazard.SetTarget(target);
     hazard.gameObject.SetActive(true);
 }