コード例 #1
0
 public static void endActionPhase()
 {
     if (MatchDatas.getCurrentPhase().Equals(MatchDatas.phases.ACTION) && !prevPhase.Equals(MatchDatas.phases.NONE))
     {
         MatchDatas.setCurrentPhase(prevPhase);
         prevPhase = MatchDatas.phases.NONE;
     }
 }
コード例 #2
0
    void OnMouseDrag()
    {
        if (target == null)
        {
            RaycastHit hitInfo;
            target = ReturnClickedObject(out hitInfo);
        }

        float moveX = Input.GetAxis("Mouse X");
        float moveY = Input.GetAxis("Mouse Y");

        if (target.GetComponent <ShipProperties>() != null)
        {
            if (MatchDatas.getCurrentPhase() == MatchDatas.phases.SQUADRON_PLACEMENT && shipCanBeMoved())
            {
                Vector3 newPos = new Vector3(transform.position.x + (moveX * dragSpeedMultiplier), transform.position.y, transform.position.z + (moveY * dragSpeedMultiplier));

                transform.position = newPos;

                /*Prototype to highlight setup field boundaries when ship is not inside them. POLISH!!!!*/
                if (!GameObject.Find("Player1SetupField").GetComponent <Collider>().bounds.Contains(target.transform.position))
                {
                    GameObject.Find("Player1SetupField/New Sprite").gameObject.GetComponent <SpriteRenderer>().color = new Color(1.0f, 0.0f, 0.0f, 0.31f);
                }
                else
                {
                    GameObject.Find("Player1SetupField/New Sprite").gameObject.GetComponent <SpriteRenderer>().color = new Color(1.0f, 1.0f, 1.0f, 0.31f);
                }
                /*Prototype to highlight setup field boundaries when ship is not inside them. POLISH!!!!*/
            }
        }

        if (target.GetComponent <AsteroidProperties>() != null)
        {
            if (MatchDatas.getCurrentPhase() == MatchDatas.phases.ASTEROIDS_PLACEMENT && asteroidCanBeMoved())
            {
                Vector3 newPos = new Vector3(transform.position.x + (moveX * dragSpeedMultiplier), transform.position.y, transform.position.z + (moveY * dragSpeedMultiplier));

                transform.position = newPos;
            }
        }
    }
コード例 #3
0
    // TODO Make this class handle all phase changes and the required checks, cleanups, inits, etc.....

    public static void nextPhase()
    {
        Debug.Log("Initiating next phase from " + MatchDatas.getCurrentPhase());
        switch (MatchDatas.getCurrentPhase())
        {
        case MatchDatas.phases.INITIATIVE_ROLL:
            startAsteroidPlacementPhase();
            break;

        case MatchDatas.phases.ASTEROIDS_PLACEMENT:
            startSquadronPlacementPhase();
            break;

        case MatchDatas.phases.SQUADRON_PLACEMENT:
            startPlanningPhase();
            break;

        case MatchDatas.phases.PLANNING:
            startActivationPhase();
            break;

        case MatchDatas.phases.ACTIVATION:
            startAttackPhase();
            break;

        case MatchDatas.phases.ATTACK:
            startEndPhase();
            break;

        case MatchDatas.phases.END:
            if (!isMatchOver())
            {
                startPlanningPhase();
            }
            else
            {
                // TODO Finish game!
            }
            break;
        }
    }
コード例 #4
0
    void Update()
    {
        if (Input.GetMouseButtonDown(0))
        {
            RaycastHit hitInfo;
            target = ReturnClickedObject(out hitInfo);

            if (target != null)
            {
                if (!grabbed)
                {
                    if ((MatchDatas.getActiveShip() == null || MatchDatas.getActiveShip() != target) && target.GetComponent <ShipProperties>() != null)
                    {
                        MatchHandlerUtil.hideActiveShipHighlighters();
                        MatchHandlerUtil.hideFiringArcs();

                        LoadedShip     activeShip = new LoadedShip();
                        ShipProperties sp         = target.GetComponent <ShipProperties>();

                        activeShip = sp.getLoadedShip();

                        MatchDatas.getPlayers()[MatchDatas.getActivePlayerIndex()].setActiveShip(activeShip);
                        MatchDatas.getPlayers()[MatchDatas.getActivePlayerIndex()].setSelectedShip(activeShip);

                        MatchHandlerUtil.setShipHighlighters(target, true);
                        MatchDatas.setActiveShip(target);
                    }
                }

                if (MatchDatas.getCurrentPhase() == MatchDatas.phases.SQUADRON_PLACEMENT || MatchDatas.getCurrentPhase() == MatchDatas.phases.ASTEROIDS_PLACEMENT)
                {
                    Cursor.visible = false;
                    grabbed        = true;
                    prevPos        = target.transform.position;
                }
                else if (MatchDatas.getCurrentPhase() == MatchDatas.phases.ACTIVATION && target.GetComponent <ShipProperties>() != null)
                {
                    foreach (LoadedShip ship in MatchHandler.getAvailableShips())
                    {
                        if (
                            target.transform.GetComponent <ShipProperties>().getLoadedShip().getShip().ShipId.Equals(ship.getShip().ShipId) &&
                            target.transform.GetComponent <ShipProperties>().getLoadedShip().getPilotId() == ship.getPilotId() &&
                            !target.transform.GetComponent <ShipProperties>().getLoadedShip().isHasBeenActivatedThisRound()
                            )
                        {
                            target.transform.GetComponent <ShipProperties>().getLoadedShip().setHasBeenActivatedThisRound(true);
                            StartCoroutine(GameObject.Find("ScriptHolder").GetComponent <CoroutineHandler>().MoveShipOverTime(target, target.transform.GetComponent <ShipProperties>().getLoadedShip().getPlannedManeuver()));
                        }
                    }
                }
            }
        }

        if (Input.GetMouseButtonUp(0) && grabbed)
        {
            Cursor.visible = true;
            grabbed        = false;

            if (target.GetComponent <ShipProperties>() != null)
            {
                GameObject shipCollection = GameObject.Find("ShipCollection1");
                GameObject setupField     = GameObject.Find("Player1SetupField");

                // TODO check if this part can be simplyfied....
                if (!shipCollection.GetComponent <Collider>().bounds.Contains(target.transform.position) && !setupField.GetComponent <Collider>().bounds.Contains(target.transform.position))
                {
                    target.transform.position = prevPos;
                }
                else
                {
                    if (setupField.GetComponent <Collider>().bounds.Contains(target.transform.position) && shipCanBeMoved())
                    {
                        togglePositionConfirmButton(true);
                    }
                }

                if (!setupField.GetComponent <Collider>().bounds.Contains(target.transform.position))
                {
                    togglePositionConfirmButton(false);
                }
                // TODO check if this part can be simplyfied....
            }

            if (target.GetComponent <AsteroidProperties>() != null)
            {
                GameObject playField = GameObject.Find("Playfield");

                // TODO Check distance from playfield borders and other asteroids!!
                if (!playField.GetComponent <Collider>().bounds.Contains(target.transform.position) || isAsteroidTooClose())
                {
                    target.transform.position = prevPos;
                }
                else
                {
                    if (allAsteroidsAreInsidePlayfield())
                    {
                        togglePositionConfirmButton(true);
                    }
                }
            }
        }

        if (grabbed && MatchDatas.getCurrentPhase() == MatchDatas.phases.SQUADRON_PLACEMENT && shipCanBeMoved())
        {
            if (Input.GetAxis("Mouse ScrollWheel") > 0f) // forward
            {
                target.transform.RotateAround(target.transform.position, target.transform.TransformDirection(Vector3.up), 2.5f);
            }
            else if (Input.GetAxis("Mouse ScrollWheel") < 0f) // backwards
            {
                target.transform.RotateAround(target.transform.position, target.transform.TransformDirection(Vector3.up), -2.5f);
            }
        }
    }
コード例 #5
0
 public static void initActionPhase()
 {
     prevPhase = MatchDatas.getCurrentPhase();
     MatchDatas.setCurrentPhase(MatchDatas.phases.ACTION);
 }
コード例 #6
0
ファイル: MatchHandler.cs プロジェクト: Pilgrim0819/SW_X-2
    // TODO Can we make the method calls inside to run only ONCE(!), when necessary?? Custom eventhandling maybe????
    void Update()
    {
        matchHandlerService.levitateShips();
        matchHandlerService.rotateAsteroids();

        if (Input.GetKey("escape"))
        {
            // TODO Not active player, LOCAL PLAYER!!! (Maybe simply hiding the panel on the client side is enough....)
            MatchDatas.getPlayers()[MatchDatas.getActivePlayerIndex()].setSelectedShip(null);
            //guiHandler.hideGameObject(PilotCardPanel);
        }

        //THIS IS ONLY FOR TESTING MOVEMENTS!!!!!! DELETE LATER ON!!!! (Also, ADD UNIQUE IDs during squad building to ships and pilots!!!! [use something like: playerIndex_shipIndex])
        Maneuver man = new Maneuver();

        man.Difficulty = "1";

        for (int i = 0; i < keyCodes.Length; i++)
        {
            if (Input.GetKeyDown(keyCodes[i]))
            {
                int  n;
                bool isNumeric = int.TryParse(keyCodes[i], out n);

                if (isNumeric)
                {
                    int s = Int32.Parse(keyCodes[i]);
                    if (s < 6)
                    {
                        man.Bearing = "straight";
                        man.Speed   = keyCodes[i];
                    }
                    else
                    {
                        man.Bearing = "koiogran";
                        man.Speed   = (s - 5).ToString();
                    }
                }
                else
                {
                    switch (keyCodes[i])
                    {
                    case "v":
                    case "g":
                    case "t":
                    case "i":
                    case "k":
                    case "m":
                        man.Bearing = "turn_left";
                        man.Speed   = "1";

                        if (keyCodes[i].Equals("i") || keyCodes[i].Equals("k") || keyCodes[i].Equals("m"))
                        {
                            man.Bearing = "turn_right";
                        }

                        if (keyCodes[i].Equals("g") || keyCodes[i].Equals("k"))
                        {
                            man.Speed = "2";
                        }

                        if (keyCodes[i].Equals("t") || keyCodes[i].Equals("i"))
                        {
                            man.Speed = "3";
                        }

                        break;

                    case "b":
                    case "h":
                    case "z":
                    case "u":
                    case "j":
                    case "n":
                        man.Bearing = "bank_left";
                        man.Speed   = "1";

                        if (keyCodes[i].Equals("u") || keyCodes[i].Equals("j") || keyCodes[i].Equals("n"))
                        {
                            man.Bearing = "bank_right";
                        }

                        if (keyCodes[i].Equals("h") || keyCodes[i].Equals("j"))
                        {
                            man.Speed = "2";
                        }

                        if (keyCodes[i].Equals("z") || keyCodes[i].Equals("u"))
                        {
                            man.Speed = "3";
                        }

                        break;
                    }
                }
            }
        }

        //THIS IS ONLY FOR TESTING MOVEMENTS!!!!!! DELETE LATER ON!!!!
        //StartCoroutine(GameObject.Find("ScriptHolder").GetComponent<CoroutineHandler>().MoveShipOverTime(GameObject.FindGameObjectsWithTag("SmallShipContainer")[1], man));
        //THIS IS ONLY FOR TESTING MOVEMENTS!!!!!! DELETE LATER ON!!!!

        if (MatchDatas.getPlayers()[MatchDatas.getActivePlayerIndex()].getSelectedhip() != null)
        {
            //TODO Check if comparing pilot names is enough/the right way!!!!!!!
            if (!PilotCardPanel.transform.Find("PilotName").gameObject.GetComponent <UnityEngine.UI.Text>().text.Equals(MatchDatas.getPlayers()[MatchDatas.getActivePlayerIndex()].getSelectedhip().getPilot().Name.ToLower()))
            {
                guiHandler.hideGameObject(PilotCardPanel);
            }

            if (!PilotCardPanel.activeSelf)
            {
                guiHandler.showPilotCard(PilotCardPanel);
                matchHandlerService.showFiringArc(matchHandlerService.getShipHolderForShip(MatchDatas.getPlayers()[MatchDatas.getActivePlayerIndex()].getSelectedhip()));

                if (MatchDatas.getCurrentPhase() == MatchDatas.phases.PLANNING && MatchHandlerUtil.isPlayersOwnShip())
                {
                    guiHandler.showManeuverSelector(PilotCardPanel);
                }
            }
        }
        else
        {
            MatchHandlerUtil.hideActiveShipHighlighters();
            MatchHandlerUtil.hideFiringArcs();
            MatchDatas.setActiveShip(null);
            guiHandler.hideGameObject(PilotCardPanel);
        }

        if (MatchDatas.getCurrentPhase() == MatchDatas.phases.SQUADRON_PLACEMENT)
        {
            updateInfoPanel(SQUADRON_PLACEMENT_INFO);
        }

        if (MatchDatas.getCurrentPhase() == MatchDatas.phases.PLANNING)
        {
            updateInfoPanel(PLANNING_INFO);

            if (MatchHandlerUtil.maneuversPlanned())
            {
                updateInfoPanel(EMPTY_TEXT);
                PhaseHandlerService.nextPhase();
            }
        }

        if (MatchDatas.getCurrentPhase() == MatchDatas.phases.ACTIVATION)
        {
            // TODO Only show this to the current player!!
            if (availableShips.Count > 1)
            {
                foreach (LoadedShip ship in availableShips)
                {
                    foreach (GameObject go in GameObject.FindGameObjectsWithTag("SmallShipContainer"))
                    {
                        if (go.transform.GetComponent <ShipProperties>().getLoadedShip().getShip().ShipId.Equals(ship.getShip().ShipId) && go.transform.GetComponent <ShipProperties>().getLoadedShip().getPilotId() == ship.getPilotId())
                        {
                            updateInfoPanel(MULTIPLE_AVAILABLE_SHIPS_INFO);
                            MatchHandlerUtil.setShipHighlighters(go, true);
                        }
                    }
                }
            }
            else if (availableShips.Count == 1)
            {
                // DUPLICATED IN GameObjectDragAndDrop!!
                foreach (GameObject go in GameObject.FindGameObjectsWithTag("SmallShipContainer"))
                {
                    if (
                        go.transform.GetComponent <ShipProperties>().getLoadedShip().getShip().ShipId.Equals(availableShips[0].getShip().ShipId) &&
                        go.transform.GetComponent <ShipProperties>().getLoadedShip().getPilotId() == availableShips[0].getPilotId() &&
                        !go.transform.GetComponent <ShipProperties>().getLoadedShip().isHasBeenActivatedThisRound()
                        )
                    {
                        go.transform.GetComponent <ShipProperties>().getLoadedShip().setHasBeenActivatedThisRound(true);
                        StartCoroutine(GameObject.Find("ScriptHolder").GetComponent <CoroutineHandler>().MoveShipOverTime(go, go.transform.GetComponent <ShipProperties>().getLoadedShip().getPlannedManeuver()));
                    }
                }
            }
            else
            {
                updateInfoPanel(EMPTY_TEXT);
                MatchHandlerUtil.hideActiveShipHighlighters();
                PhaseHandlerService.nextPhase();
            }
        }
    }
コード例 #7
0
ファイル: MatchHandler.cs プロジェクト: Pilgrim0819/SW_X-2
    public static void collectUpcomingAvailableShips(bool ascending)
    {
        List <LoadedShip> ships1 = MatchDatas.getPlayers()[0].getNextShips(MatchDatas.getCurrentLevel(), ascending);
        List <LoadedShip> ships2 = MatchDatas.getPlayers()[1].getNextShips(MatchDatas.getCurrentLevel(), ascending);
        // TODO add this bit when 3 player rules are getting included!
        //LoadedShip ship3 = MatchDatas.getPlayers()[2].getNextShip(MatchDatas.getCurrentLevel(), ascending);

        bool ship1IsEmpty = ships1 == null || ships1.Capacity == 0;
        bool ship2IsEmpty = ships2 == null || ships2.Capacity == 0;

        if (ship1IsEmpty && ship2IsEmpty)
        {
            PhaseHandlerService.nextPhase();
        }
        else
        {
            if (ship1IsEmpty && !ship2IsEmpty)
            {
                availableShips = ships2;
                MatchDatas.setActivePlayerIndex(1);
            }

            if (ship2IsEmpty && !ship1IsEmpty)
            {
                availableShips = ships1;
                MatchDatas.setActivePlayerIndex(0);
            }

            if (!ship1IsEmpty && !ship2IsEmpty)
            {
                if (ships1[0].getPilot().Level == ships2[0].getPilot().Level)
                {
                    foreach (LoadedShip ship in ships1)
                    {
                        if (!ship.isHasBeenActivatedThisRound() && MatchDatas.getPlayers()[0].getHasInitiative())
                        {
                            availableShips = ships1;
                            MatchDatas.setActivePlayerIndex(0);
                            break;
                        }
                    }

                    foreach (LoadedShip ship in ships2)
                    {
                        if (!ship.isHasBeenActivatedThisRound() && MatchDatas.getPlayers()[1].getHasInitiative())
                        {
                            availableShips = ships2;
                            MatchDatas.setActivePlayerIndex(1);
                            break;
                        }
                    }
                }
                else
                {
                    if (ascending)
                    {
                        if (ships1[0].getPilot().Level < ships2[0].getPilot().Level)
                        {
                            availableShips = ships1;
                            MatchDatas.setActivePlayerIndex(0);
                        }
                        else
                        {
                            availableShips = ships2;
                            MatchDatas.setActivePlayerIndex(1);
                        }
                    }
                    else
                    {
                        if (ships1[0].getPilot().Level > ships2[0].getPilot().Level)
                        {
                            availableShips = ships1;
                            MatchDatas.setActivePlayerIndex(0);
                        }
                        else
                        {
                            availableShips = ships2;
                            MatchDatas.setActivePlayerIndex(1);
                        }
                    }
                }
            }

            if (MatchDatas.getPlayers()[MatchDatas.getActivePlayerIndex()].isAI() && MatchDatas.getCurrentPhase() == MatchDatas.phases.SQUADRON_PLACEMENT)
            {
                moveAIShips(ascending);
            }
        }
    }
コード例 #8
0
    public void OnPointerClick(PointerEventData eventData)
    {
        Debug.Log("Action name: " + this.actionName);
        Debug.Log("PHASE: " + MatchDatas.getCurrentPhase());

        if (MatchDatas.getCurrentPhase() == MatchDatas.phases.ACTION)
        {
            IToken token = null;

            switch (this.actionName)
            {
            case "focus":
                token = new FocusToken();
                break;

            case "evade":
                token = new EvadeToken();
                break;

            case "target lock":
                break;

            case "boost":
                break;

            case "barrel roll":
                break;

            case "slam":
                break;

            case "reinforce":
                break;

            case "cloak":
                break;

            case "decloak":
                break;

            case "coordinate":
                break;

            case "jam":
                break;

            case "recover":
                break;

            case "reload":
                break;

            case "rotate arc":
                break;
            }

            if (token != null)
            {
                Debug.Log("Adding token...");
                MatchDatas.getPlayers()[MatchDatas.getActivePlayerIndex()].getActiveShip().addToken(token);
                MatchDatas.getPlayers()[MatchDatas.getActivePlayerIndex()].getActiveShip().registerPreviousAction(this.actionName);
            }

            // TODO Check if multiple actions can be chosen!
            // TODO Deactivate actions!!!!
        }

        if (GameObject.Find("ActionChoserPopup") != null && MatchDatas.getPlayers()[MatchDatas.getActivePlayerIndex()].getActiveShip().getNumOfActions() == 0)
        {
            GameObject.Find("ActionChoserPopup").gameObject.SetActive(false);
            PhaseHandlerService.endActionPhase();
        }
    }