private void afterManeuver() { MatchHandlerUtil.applyManeuverBonus(target, maneuverToComplete.Difficulty); // TODO Make player chosen an action (if available) if (target.transform.GetComponent <ShipProperties>().getLoadedShip().getTokenIdByType(typeof(StressToken)) == 0) { target.transform.GetComponent <ShipProperties>().getLoadedShip().setNumOfActions(1); //Action choser..... //target.transform.GetComponent<ShipProperties>().getLoadedShip().setBeforeAction(true); GameObject actionChoserPopup = null; int actionIndex = 0; foreach (GameObject go in Resources.FindObjectsOfTypeAll(typeof(GameObject))) { if (go.name.Equals("ActionChoserPopup")) { actionChoserPopup = go; } } if (actionChoserPopup != null) { // TODO outsource this fragment to UI handler!!!!!!! foreach (String action in MatchDatas.getPlayers()[MatchDatas.getActivePlayerIndex()].getActiveShip().getShip().Actions.Action) { Image image = null; Sprite sprite = Resources.Load <Sprite>(SquadBuilderConstants.IMAGE_FOLDER_NAME + "/" + action.Replace(" ", "-")); Transform actionIconPrefab = Resources.Load <Transform>(SquadBuilderConstants.PREFABS_FOLDER_NAME + "/" + SquadBuilderConstants.ACTION_ICON); RectTransform rt = (RectTransform)actionIconPrefab; float actionIconWidth = rt.rect.width; Transform actionIcon = (Transform)GameObject.Instantiate( actionIconPrefab, new Vector3((actionIndex * actionIconWidth) + SquadBuilderConstants.UPGRADE_IMAGE_X_OFFSET + 15, SquadBuilderConstants.UPGRADE_IMAGE_Y_OFFSET - 30, SquadBuilderConstants.UPGRADE_IMAGE_Z_OFFSET), Quaternion.identity ); Image actionIconImage = actionIcon.gameObject.GetComponent <Image>(); actionIcon.gameObject.AddComponent <ActionSelectorEvents>(); actionIcon.gameObject.GetComponent <ActionSelectorEvents>().setActionName(action); actionIcon.transform.SetParent(actionChoserPopup.transform, false); actionIconImage.sprite = sprite; actionIconImage.color = new Color(actionIconImage.color.r, actionIconImage.color.g, actionIconImage.color.b, 1.0f); actionIndex++; } actionChoserPopup.SetActive(true); PhaseHandlerService.initActionPhase(); } } maneuverToComplete = null; target = null; }
private static void startPlanningPhase() { MatchDatas.setCurrentPhase(MatchDatas.phases.PLANNING); MatchHandlerUtil.hideForceFields(); MatchHandlerUtil.deleteSelectedManeuvers(); MatchHandlerUtil.setAIManeuvers(); }
//FOR TESTING ONLY!!! void Start() { DiceRollerBase.setUpDiceRollerBase(ForceMode.VelocityChange, 10.0f); MatchHandlerUtil.setInitiativePanel(initiativePanel); mocker.mockLocalPlayer(); mocker.mockPlayerSquadrons(); matchHandlerService.instantiateShips(); MatchHandlerUtil.determineInitiative(); }
public void instantiateShips() { foreach (Player player in MatchDatas.getPlayers()) { int loopIndex = 0; Vector3 startingPosition = MatchHandlerUtil.getShipCollectionHolderPosition(player.getPlayerID()); foreach (LoadedShip loadedShip in player.getSquadron()) { Ship ship = loadedShip.getShip(); string shipType = ship.ShipId; GameObject shipHolderPrefab = (GameObject)Resources.Load(MatchHandlerConstants.PREFABS_FOLDER + "/SmallShipContainerPrefab", typeof(GameObject)); GameObject shipPrefab = (GameObject)Resources.Load(MatchHandlerConstants.PREFABS_FOLDER + "/" + shipType, typeof(GameObject)); //TODO Tweak these coordinates! float posX = startingPosition.x + (loopIndex * MatchHandlerConstants.offsetX); float posY = startingPosition.y; float posZ = startingPosition.z; GameObject shipHolderGameObject = (GameObject)GameObject.Instantiate( shipHolderPrefab, new Vector3(posX, posY, posZ), Quaternion.identity ); // TODO change models, so offset is not needed anymore! Vector3 shipOffset = new Vector3(2.81896f * 500.0f, 0.0f, 3.286796f * 500.0f); GameObject shipGameObject = (GameObject)GameObject.Instantiate( shipPrefab, shipHolderGameObject.GetComponent <Renderer>().bounds.center + shipOffset, Quaternion.identity ); shipGameObject.transform.SetParent(shipHolderGameObject.transform, true); shipHolderGameObject.GetComponent <ShipProperties>().setLoadedShip(loadedShip); /***********************************/ FiringArc arc = new FiringArc(); arc.leftBoundary = -45.0f; arc.rightBoundary = 45.0f; /***********************************/ generateFiringArc(shipHolderGameObject, arc); loopIndex++; } ; } }
private static void startActivationPhase() { MatchHandlerUtil.hideActiveShipHighlighters(); MatchDatas.setCurrentPhase(MatchDatas.phases.ACTIVATION); MatchDatas.setCurrentLevel(0); foreach (Player player in MatchDatas.getPlayers()) { foreach (LoadedShip ship in player.getSquadron()) { ship.setHasBeenActivatedThisRound(false); } } MatchHandler.collectUpcomingAvailableShips(true); // TODO Active player index is not always right/sufficient!! MatchDatas.getPlayers()[MatchDatas.getActivePlayerIndex()].setActiveShip(null); MatchDatas.getPlayers()[MatchDatas.getActivePlayerIndex()].setSelectedShip(null); }
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); } } }
// 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(); } } }