コード例 #1
0
 public void updateDisplay(LandMasStatus aStatus)
 {
     if (aStatus.mOwnerNumber < 0)
     {
         mFree.gameObject.SetActive(true);
         mOccupy.text = aStatus.mOccupyCost.ToString();
         mOccupied.gameObject.SetActive(false);
         mEdge.color   = PlayerStatus.nonePlayerColor;
         mCrown1.color = PlayerStatus.nonePlayerColor;
         mCrown2.color = PlayerStatus.nonePlayerColor;
         mCrown3.color = PlayerStatus.nonePlayerColor;
     }
     else
     {
         mFree.gameObject.SetActive(false);
         mOccupied.gameObject.SetActive(true);
         mLooting.text   = aStatus.mLootedCost.ToString();
         mExpansion.text = aStatus.mExpansionCost.ToString();
         mEdge.color     = PlayerStatus.playerColor[aStatus.mOwnerNumber];
         mCrown1.color   = PlayerStatus.playerColor[aStatus.mOwnerNumber];
         mCrown2.color   = PlayerStatus.playerColor[aStatus.mOwnerNumber];
         mCrown3.color   = PlayerStatus.playerColor[aStatus.mOwnerNumber];
     }
     mCrown1.gameObject.SetActive(aStatus.mExpansionLevel == 1);
     mCrown2.gameObject.SetActive(aStatus.mExpansionLevel == 2);
     mCrown3.gameObject.SetActive(aStatus.mExpansionLevel == 3);
 }
コード例 #2
0
    public void initDisplay(LandMasStatus aStatus)
    {
        mName.text         = aStatus.mName;
        mAttribute1.sprite = LandMasStatus.getLandAttributeImage(aStatus.mAttribute1);
        mAttribute2.sprite = LandMasStatus.getLandAttributeImage(aStatus.mAttribute2);

        updateDisplay(aStatus);
    }
コード例 #3
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    //拡大する
    private void expandLand(PlayerStatus aPlayer, LandMasStatus aLand)
    {
        MySoundPlayer.playSe("decision7");
        aPlayer.mFood      -= aLand.mExpansionCost;
        aPlayer.mTerritory += aLand.mExpansionCost;
        mElement.mPlayerStatusDisplay[aPlayer.mPlayerNumber].updateDisplay(aPlayer);

        aLand.mExpansionLevel += 1;
        ((LandMasDisplay)mElement.mMasDisplay[aLand.mMasNumber]).updateDisplay(aLand);
    }
コード例 #4
0
    //占領する
    private void occupyLand(PlayerStatus aPlayer, LandMasStatus aLand)
    {
        MySoundPlayer.playSe("decision7");
        aPlayer.mFood      -= aLand.mValue;
        aPlayer.mTerritory += aLand.mValue;
        mElement.mPlayerStatusDisplay[aPlayer.mPlayerNumber].updateDisplay(aPlayer);

        aLand.mOwnerNumber = aPlayer.mPlayerNumber;
        ((LandMasDisplay)mElement.mMasDisplay[aLand.mMasNumber]).updateDisplay(aLand);
    }
コード例 #5
0
    public override void selectOccupyLand(PlayerStatus aMyself, GameElementData aElement, Action <LandMasStatus> aAnser)
    {
        aElement.mTable.showOneSelectForm("占領する土地を\n選択してください", "占領しない");
        LandMasStatus tSelected = null;

        //マスタップ監視
        Subject.addObserver(new Observer("playerControllerTouchMas", (aMessage) => {
            if (aMessage.name != "touchMas")
            {
                return;                             //監視外メッセージ
            }
            MasStatus tMas = aElement.mMasStatus[aMessage.parameters.get <int>("number")];
            if (!(tMas is LandMasStatus))
            {
                return;                          //土地のマス以外
            }
            LandMasStatus tLand = (LandMasStatus)tMas;
            if (tLand.mOwnerNumber >= 0)
            {
                return;                         //占領済マス
            }
            if (aMyself.mFood < tLand.mOccupyCost)
            {
                return;                                   //所持食糧を超えるコストのマス
            }
            tSelected = tLand;
            aElement.mTable.hideMessage();
            aElement.mTable.hideOneSelectForm();
            aElement.mTable.question(tSelected.mName + "を占領しますか?\n食糧-" + tLand.mOccupyCost);
        }));
        //はい,いいえ,占領しない選択監視
        Subject.addObserver(new Observer("playerControllerTableQuestion", (aMessage) => {
            if (aMessage.name == "yes")
            {
                Subject.removeObserver("playerControllerTouchMas");
                Subject.removeObserver("playerControllerTableQuestion");
                aElement.mTable.hideQuestionForm();
                aAnser(tSelected);
            }
            else if (aMessage.name == "no")
            {
                aElement.mTable.hideQuestionForm();
                tSelected = null;
                aElement.mTable.showOneSelectForm("占領する土地を\n選択してください", "占領しない");
            }
            else if (aMessage.name == "oneSelect")
            {
                Subject.removeObserver("playerControllerTouchMas");
                Subject.removeObserver("playerControllerTableQuestion");
                aElement.mTable.hideOneSelectForm();
                aAnser(null);
            }
        }));
    }
コード例 #6
0
    //解放する
    private void freeLand(LandMasStatus aLand, Action aCallback)
    {
        MySoundPlayer.playSe("cancel1");
        PlayerStatus tOwner = mElement.mPlayerStatus[aLand.mOwnerNumber];

        tOwner.mFood      += aLand.mFreeCost;
        aLand.mOwnerNumber = -1;
        tOwner.mTerritory -= aLand.mTotalValue;
        mElement.mPlayerStatusDisplay[tOwner.mPlayerNumber].updateDisplay(tOwner);
        ((LandMasDisplay)mElement.mMasDisplay[aLand.mMasNumber]).updateDisplay(aLand);
        setTimeout(1, aCallback);
    }
コード例 #7
0
 //土地属性に被害
 private void damageLandAttribute(int aParcent, LandMasStatus.LandAttribute aAttribute, Action aCallback)
 {
     waitTap(() => {
         int[] tLostFoodList = new int[mElement.mPlayerStatus.Length];
         for (int i = 0; i < mElement.mMasStatus.Length; i++)
         {
             if (!(mElement.mMasStatus[i] is LandMasStatus))
             {
                 continue;
             }
             LandMasStatus tLand = (LandMasStatus)mElement.mMasStatus[i];
             if (tLand.mOwnerNumber < 0)
             {
                 continue;
             }
             if (!(tLand.mAttribute1 == aAttribute || tLand.mAttribute2 == aAttribute || aAttribute == LandMasStatus.LandAttribute.all))
             {
                 continue;
             }
             tLostFoodList[tLand.mOwnerNumber] += tLand.mTotalValue * aParcent / 100;
         }
         int j        = 0;
         Action tLost = () => { };
         tLost        = () => {
             if (j >= mTurn.Length)
             {
                 mElement.mTable.hideMessage();
                 aCallback();
                 return;
             }
             PlayerStatus tPlayer = mElement.mPlayerStatus[mTurn[j]];
             if (tPlayer.mTotalResource < 0)
             {
                 j++;
                 tLost();
                 return;
             }
             mElement.mTable.showMessage((tPlayer.mPlayerNumber + 1) + "Pは\n食糧-" + tLostFoodList[tPlayer.mPlayerNumber].ToString() + "の損失");
             lostFood(tPlayer, tLostFoodList[tPlayer.mPlayerNumber], () => {
                 j++;
                 tLost();
             });
         };
         tLost();
     });
 }
コード例 #8
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    /// <summary>占領されていない土地を全て返す</summary>
    public List <LandMasStatus> getAllFreeLand()
    {
        List <LandMasStatus> tFree = new List <LandMasStatus>();

        for (int i = 0; i < mMasStatus.Length; i++)
        {
            if (!(mMasStatus[i] is LandMasStatus))
            {
                continue;
            }
            LandMasStatus tLand = (LandMasStatus)mMasStatus[i];
            if (tLand.mOwnerNumber >= 0)
            {
                continue;
            }
            tFree.Add(tLand);
        }
        return(tFree);
    }
コード例 #9
0
    /// <summary>指定したプレイヤが占領している土地を全て返す</summary>
    public List <LandMasStatus> getAllOccupiedLand(PlayerStatus aPlayer)
    {
        List <LandMasStatus> tOccupied = new List <LandMasStatus>();

        for (int i = 0; i < mMasStatus.Length; i++)
        {
            if (!(mMasStatus[i] is LandMasStatus))
            {
                continue;
            }
            LandMasStatus tLand = (LandMasStatus)mMasStatus[i];
            if (tLand.mOwnerNumber != aPlayer.mPlayerNumber)
            {
                continue;
            }
            tOccupied.Add(tLand);
        }
        return(tOccupied);
    }
コード例 #10
0
    public override void freeLand(PlayerStatus aMyself, GameElementData aElement, Action <LandMasStatus> aAnser)
    {
        aElement.mTable.showMessage("解放する土地を\n選択してください");
        LandMasStatus tSelected = null;

        //マスタップ監視
        Subject.addObserver(new Observer("playerControllerTouchMas", (aMessage) => {
            if (aMessage.name != "touchMas")
            {
                return;                             //監視外メッセージ
            }
            MasStatus tMas = aElement.mMasStatus[aMessage.parameters.get <int>("number")];
            if (!(tMas is LandMasStatus))
            {
                return;                          //土地のマス以外
            }
            LandMasStatus tLand = (LandMasStatus)tMas;
            if (tLand.mOwnerNumber != aMyself.mPlayerNumber)
            {
                return;                                             //自分以外の土地
            }
            tSelected = tLand;
            aElement.mTable.hideMessage();
            aElement.mTable.question(tSelected.mName + "を解放しますか?\n食糧+" + tLand.mFreeCost);
        }));
        //はい,いいえ選択監視
        Subject.addObserver(new Observer("playerControllerTableQuestion", (aMessage) => {
            if (aMessage.name == "yes")
            {
                Subject.removeObserver("playerControllerTouchMas");
                Subject.removeObserver("playerControllerTableQuestion");
                aElement.mTable.hideQuestionForm();
                aAnser(tSelected);
            }
            else if (aMessage.name == "no")
            {
                aElement.mTable.hideQuestionForm();
                tSelected = null;
                aElement.mTable.showMessage("解放する土地を\n選択してください");
            }
        }));
    }
コード例 #11
0
 public override void expandLand(PlayerStatus aMyself, LandMasStatus aLand, GameElementData aElement, Action <bool> aAnser)
 {
     Subject.addObserver(new Observer("playerController", (aMessage) => {
         if (aMessage.name == "yes")
         {
             aAnser(true);
         }
         else if (aMessage.name == "no")
         {
             aAnser(false);
         }
         else
         {
             return;
         }
         Subject.removeObserver("playerController");
         aElement.mTable.hideQuestionForm();
     }));
     aElement.mTable.question("食糧" + aLand.mExpansionCost + "で拡大しますか?");
 }
コード例 #12
0
    //ステージに含まれる土地属性を全て返す
    private List <LandMasStatus.LandAttribute> getAllLandAttribute()
    {
        List <LandMasStatus.LandAttribute> tList = new List <LandMasStatus.LandAttribute>();

        for (int i = 0; i < mElement.mMasStatus.Length; i++)
        {
            if (!(mElement.mMasStatus[i] is LandMasStatus))
            {
                continue;
            }
            LandMasStatus tLand = (LandMasStatus)mElement.mMasStatus[i];

            bool tContain1 = false;
            bool tContain2 = false;
            foreach (LandMasStatus.LandAttribute aAttribute in tList)
            {
                if (aAttribute == tLand.mAttribute1)
                {
                    tContain1 = true;
                }
                if (aAttribute == tLand.mAttribute2)
                {
                    tContain2 = true;
                }
            }
            if (!tContain1 && tLand.mAttribute1 != LandMasStatus.LandAttribute.none)
            {
                tList.Add(tLand.mAttribute1);
            }
            if (!tContain2 && tLand.mAttribute2 != LandMasStatus.LandAttribute.none)
            {
                tList.Add(tLand.mAttribute2);
            }
        }
        return(tList);
    }
コード例 #13
0
ファイル: GameMain.cs プロジェクト: tTomonori/animalKing
    private void initStatus()
    {
        //player
        //データ生成
        mElement.mPlayerStatus = new PlayerStatus[mElement.mInitData.mPlayerDataList.Length];
        for (int i = 0; i < mElement.mInitData.mPlayerDataList.Length; i++)
        {
            mElement.mPlayerStatus[i]                   = new PlayerStatus();
            mElement.mPlayerStatus[i].mAnimalName       = mElement.mInitData.mPlayerDataList[i].mAnimalName;
            mElement.mPlayerStatus[i].mPlayerNumber     = i;
            mElement.mPlayerStatus[i].mController       = mElement.mInitData.mPlayerDataList[i].mIsPlayer ? (GameController) new PlayerController() : (GameController) new AiController();
            mElement.mPlayerStatus[i].mRank             = 1;
            mElement.mPlayerStatus[i].mLap              = 0;
            mElement.mPlayerStatus[i].mReverseLap       = 0;
            mElement.mPlayerStatus[i].mFood             = mElement.mStageData.mInitialFood * mElement.mInitData.mInitialFood / 100;
            mElement.mPlayerStatus[i].mTerritory        = 0;
            mElement.mPlayerStatus[i].mCurrentMasNumber = 0;
            mElement.mPlayerStatus[i].mTurn             = i;
        }
        //データ表示
        for (int i = 0; i < mElement.mInitData.mPlayerDataList.Length; i++)
        {
            mElement.mPlayerStatusDisplay[i].initDisplay(mElement.mPlayerStatus[i]);
        }
        //mass
        //データ生成
        List <StageData.Mas> tMasDataList = mElement.mStageData.mMas;

        mElement.mMasStatus = new MasStatus[tMasDataList.Count];
        for (int i = 0; i < tMasDataList.Count; i++)
        {
            StageData.Mas tMasData = tMasDataList[i];
            MasStatus     tMas     = null;
            switch (tMasData.mType)
            {
            case MasStatus.MasType.land:
                StageData.Land tLandData = tMasData as StageData.Land;
                LandMasStatus  tLand     = new LandMasStatus();
                tLand.mName           = tLandData.mName;
                tLand.mValue          = tLandData.mValue;
                tLand.mAttribute1     = tLandData.mAttribute1;
                tLand.mAttribute2     = tLandData.mAttribute2;
                tLand.mOwnerNumber    = -1;
                tLand.mExpansionLevel = 0;
                tMas = tLand;
                break;

            case MasStatus.MasType.start:
                tMas = new StartMasStatus();
                break;

            case MasStatus.MasType.accident:
                AccidentMasStatus tAccident = new AccidentMasStatus();
                tAccident.mAccidentKey = ((StageData.Accident)tMasData).mAccidentType;
                tMas = tAccident;
                break;
            }
            tMas.mType      = tMasData.mType;
            tMas.mMasNumber = i;
            mElement.mMasDisplay[i].mEventListener.mMessage = "touchMas";
            mElement.mMasDisplay[i].mEventListener.mArg     = new Arg(new Dictionary <string, object>()
            {
                { "number", i }
            });
            mElement.mMasStatus[i] = tMas;
        }
        //データ表示
        for (int i = 0; i < mElement.mMasStatus.Length; i++)
        {
            if (mElement.mMasStatus[i].mType == MasStatus.MasType.land)
            {
                ((LandMasDisplay)mElement.mMasDisplay[i]).initDisplay((LandMasStatus)mElement.mMasStatus[i]);
            }
        }
    }
コード例 #14
0
 //土地に止まった時のイベント
 private void runLandEventPhase(PlayerStatus aPlayer, LandMasStatus aLand, Action aCallback)
 {
     if (aLand.mOwnerNumber < 0)
     {
         //未占領だった場合
         bool tRuned = false;
         if (aPlayer.mFood >= aLand.mValue)
         {
             //食糧が足りる
             aPlayer.mController.occupyLand(aPlayer, aLand, mElement, (a) => {
                 if (tRuned)
                 {
                     return;        //既に回答済
                 }
                 tRuned = true;
                 if (!a)   //占領しない
                 {
                     setTimeout(0.3f, () => { aCallback(); });
                     return;
                 }
                 occupyLand(aPlayer, aLand);
                 setTimeout(0.5f, () => { aCallback(); });
             });
         }
         else
         {
             //食糧が足りない
             setTimeout(0.3f, () => { aCallback(); });
         }
     }
     else
     {
         PlayerStatus tOwerPlayer = mElement.mPlayerStatus[aLand.mOwnerNumber];
         if (aPlayer == tOwerPlayer)
         {
             //自分の所有地だった場合
             bool tRuned = false;
             if (aPlayer.mFood >= aLand.mExpansionCost && aLand.mExpansionLevel < 3)
             {
                 //食糧が足りる
                 aPlayer.mController.expandLand(aPlayer, aLand, mElement, (a) => {
                     if (tRuned)
                     {
                         return;        //既に回答済
                     }
                     tRuned = true;
                     if (!a)  //拡大しない
                     {
                         setTimeout(0.3f, () => { aCallback(); });
                         return;
                     }
                     expandLand(aPlayer, aLand);
                     setTimeout(0.5f, () => { aCallback(); });
                 });
             }
             else
             {
                 //食糧が足りない
                 setTimeout(0.3f, () => { aCallback(); });
             }
         }
         else
         {
             //他人の所有地だった場合
             moveFood(mElement.mPlayerStatus[aLand.mOwnerNumber], aPlayer, aLand.mLootedCost, aCallback);
         }
     }
 }
コード例 #15
0
ファイル: AiController.cs プロジェクト: tTomonori/animalKing
 public override void expandLand(PlayerStatus aMyself, LandMasStatus aLand, GameElementData aElement, Action <bool> aAnser)
 {
     aAnser(true);
 }
コード例 #16
0
 //土地を拡大するか
 abstract public void expandLand(PlayerStatus aMyself, LandMasStatus aLand, GameElementData aElement, Action <bool> aAnser);