コード例 #1
0
	// Use this for initialization
	void Start ()
	{
		mPaths = new Dictionary<string, string> ();
		updateFields ();

		constructorFilledSquares = new List<int> ();

		currentFunctionalState = FunctionalStates.NONE;

	}
コード例 #2
0
	// Use this for initialization
	void Start ()
	{
		lvSelectedMaterial = Resources.Load<Material> ("Grid2");
		lvDeselectedMaterial = Resources.Load<Material> ("Grid1");
		lvMovableMaterial = Resources.Load<Material> ("Grid3");
		lvOpportunityMaterial = Resources.Load<Material> ("Grid4");
		lvTargetMaterial = Resources.Load<Material> ("Grid5");
		lvCloseRangedMaterial = Resources.Load<Material> ("Grid6");
		lvFarRangedMaterial = Resources.Load<Material> ("Grid7");
		lvSpawnPlayerMaterial = Resources.Load<Material> ("SpawnPlayerMaterial");
		lvSpawnEnemyMaterial = Resources.Load<Material> ("SpawnEnemyMaterial");
		lvSpawnPlayerMaterialSelected = Resources.Load<Material> ("SpawnPlayerMaterialSelected");
		lvSpawnEnemyMaterialSelected = Resources.Load<Material> ("SpawnEnemyMaterialSelected");


		functionalState = FunctionalStates.NONE;
		function = "";

		cellMeshRenderer = this.gameObject.GetComponent<MeshRenderer> ();
	}
コード例 #3
0
	void Start()
	{
		constructorFilledSquares = new List<int> ();
		currentFunctionalState = FunctionalStates.NONE;
	}
コード例 #4
0
	private void FunctionalPlaceModeAction(CellStatus cellStatus)
	{
		if (Input.GetMouseButtonDown (0)) {
			cellStatus.functionalState = currentFunctionalState;
			functionalPlaceMode = false;
			currentFunctionalState = FunctionalStates.NONE;

			cellStatus.ClearTemporaryFunctionalStates ();

			AssetStatsEditor lvStatusEditor = GameObject.Find ("AssetEditPanel").GetComponent<AssetStatsEditor> ();
			lvStatusEditor.clearFunctional ();

			string lvFunctionalName = "";
			string lvFunctionalButtonName = "";

			switch (cellStatus.functionalState) {
			case FunctionalStates.PLAYER_SPAWN:
				lvFunctionalName = "Player Spawn Point";
				lvFunctionalButtonName = "SpawnPlayersSprite";
				break;
			case FunctionalStates.ENEMY_SPAWN:
				lvFunctionalName = "Enemy Spawn Point";
				lvFunctionalButtonName = "SpawnPlayersSprite2";
				break;
			}

			lvStatusEditor.populateFunctional (lvFunctionalName, lvFunctionalButtonName, cellStatus);
		}
	}
コード例 #5
0
	public List<int> GetFunctionalFields(FunctionalStates state)
	{
		List<int> fields = new List<int> ();
		for (int i = 0; i < mCells.Length; i++) {

			GameObject cell = mCells [i];
			if (cell.GetComponent<CellStatus> ().functionalState == state)
				fields.Add (i);
		}

		return fields;
	}
コード例 #6
0
	public void ClearStatus ()
	{
		this.movable = false;
		this.lvOportunity = false;
		this.target = false;
		this.closeRange = false;
		this.farRange = false;
		this.functionalState = FunctionalStates.NONE;
		this.function = "";
		ClearTemporaryFunctionalStates ();
	}