public void callBattle() { enemyRadar = GameObject.Find("Dropdown"); Guid id = OverworldNetManager.getIdByName(enemyRadar.GetComponent <Dropdown>().captionText.text); if (id != new Guid()) { opponentID = id; } GenComManager.setUpdate(0, opponentID); //-----------------TEMPORARY TEST CODE---------------------- //enemyRadar = GameObject.Find("Dropdown"); //SceneManager.LoadScene("Battle"); //use random id, not currently used for anything, should be id of landmark receiving items from //GenComManager.setUpdate(4, Guid.NewGuid()); //GenComManager.setUpdate(1, new Guid("d585781ee9d521e687d200155d2a070e")); //GenComManager.setUpdate(2, new Guid("e5cadae5-e9d5-11e6-55d2-00155d2a070d")); //---------------------------------------------------------- //SceneManager.LoadScene("Battle"); }
public void DisplayWin() { // Battle was won, so create a win screen overlay GameObject win = Instantiate(WinCanvas); Canvas canv = win.GetComponent <Canvas>(); canv.planeDistance = 0.4f; // and play win jingle winJingle.Play(); // Set it to render over the local Main Camera win.GetComponent <Canvas>().worldCamera = Camera.main; if (GenComManager.getQuestID() == BattleNetManager.OpponentID) { Player.addEXP(500, false); // Exp is given by server so set client-side to false GenComManager.setUpdate(3, BattleNetManager.OpponentID); } // Find the exitButton on the canvas exitButton = GameObject.Find("BattleExit"); // Bring up the exit button exitButton.SetActive(true); }
private void Update() { try { if (update) { //UnityEngine.Debug.Log("Test"); loc = locService.lastData; latitude = loc.latitude; longtitude = loc.longitude; BitConverter.GetBytes(latitude).CopyTo(coords, 0); BitConverter.GetBytes(longtitude).CopyTo(coords, 4); client.Send(coords); if (responseTime.IsRunning) { responseTime.Reset(); } else { responseTime.Start(); } update = false; } if (!waitUpdate.WaitOne(0)) { UnityEngine.Debug.Log(SceneManager.GetActiveScene().name); //place objects on screen or update position if guid already present, store respective guid with object for later use //objects stored in list nearbyObjects which is a list of NearbyObjects that contain lat, long, object type, and id //note: should check which scene is active before drawing, should be able to do that with scenemanager.getactivescene if (SceneManager.GetActiveScene().name.Equals("Overworld")) { //UnityEngine.Debug.Log("there are: " + nearbyObjects.Count); landmarks = new List <OnlineMapsMarker3D>(); colosseums = new List <OnlineMapsMarker3D>(); enemyList = new Dictionary <string, NearbyObject>(); enemyRadar.options.Clear(); enemyRadar.options.Add(new Dropdown.OptionData("(Select)")); //enemyRadar.options.Add(new Dropdown.OptionData("Test")); foreach (NearbyObject nearbyObject in nearbyObjects) { OnlineMapsMarker3D newMarker = new OnlineMapsMarker3D(); Console.WriteLine(nearbyObject.Name); newMarker.id = nearbyObject.Id; newMarker.lat = nearbyObject.Latitude; newMarker.lon = nearbyObject.Longtitude; //UnityEngine.Debug.Log("???????????" + nearbyObject.Type); switch (nearbyObject.Type) { case 0: //UnityEngine.Debug.Log("found someone at least"); //newMarker.prefab = (GameObject)Instantiate(Resources.Load("EnemyPlayer")); if (nearbyObject.Id != Player.playerID) { //UnityEngine.Debug.Log("enemy id found"); enemyList.Add(nearbyObject.Name, nearbyObject); } break; case 1: newMarker.prefab = coloPrefab; newMarker.prefab.GetComponent <ColosseumFaction>().coloseumID = newMarker.id; newMarker.prefab.GetComponent <ColosseumFaction>().UpdateFaction(); colosseums.Add(newMarker); landmarks.Add(newMarker); break; case 2: newMarker.prefab = landPrefab; landmarks.Add(newMarker); break; default: break; } } } // Add the enemies to the dropdown menu foreach (KeyValuePair <string, NearbyObject> enemy in enemyList) { UnityEngine.Debug.Log("should be adding enemy id"); enemyRadar.options.Add(new Dropdown.OptionData(enemy.Value.Name.ToString())); } foreach (OnlineMapsMarker3D marker in landmarks) { locationMarker = marker; Vector2 locale = new Vector2((float)marker.lat, (float)marker.lon); locationMarker = control.AddMarker3D(locale, locationMarker.prefab); } waitUpdate.Set(); } } catch (Exception e) { UnityEngine.Debug.Log(e.ToString()); waitUpdate.Set(); } if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began) { RaycastHit hit; Ray ray = Camera.main.ScreenPointToRay(Input.GetTouch(0).position); //Ray ray2 = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit)) { if (hit.collider.CompareTag("Landmark")) { Land.enabled = true; GenComManager.setUpdate(4, Player.playerID); } else if (hit.collider.CompareTag("Colosseum")) { Colosseum.enabled = true; } } } }