コード例 #1
0
    public Slime Split(Vector3Int splitLocation)
    {
        if (!CanSplit())
        {
            throw new CannotSplitException();
        }

        // decrease Scale and move the slime
        SetScale(Scale - 1);
        Vector3Int offset = splitLocation - TileLocation;

        offset.Clamp(Vector3Int.zero, new Vector3Int(1, 1, 0));

        // create the new slime
        GameObject newSlimeObject = Instantiate(SlimePrefab, tilemap.CellToWorld(TileLocation + offset), Quaternion.Euler(0, 0, 0));
        Slime      newSlime       = newSlimeObject.GetComponent <Slime>();

        newSlime.Init();
        newSlime.SetScale(Scale);

        EventSystem.Current.FireEvent(new SlimeSplitContext(this, newSlime));

        // move slimes
        MoveInstant(TileLocation + offset);
        newSlime.Move(splitLocation);

        return(newSlime);
    }
コード例 #2
0
    public void PlaceTiles(int selectedBuildingID)// [Dragable Tiles]
    {
        Vector3    difference   = new Vector3();
        Vector3Int tilePosition = new Vector3Int();
        Quaternion Lookrotation = new Quaternion();

        Vector3Int LookDirection = Vector3Int.FloorToInt(tempStartPos - tempEndPos);

        Lookrotation = Quaternion.LookRotation(LookDirection);


        float count = Vector3.Distance(tempStartPos, tempEndPos);

        difference = tempStartPos - tempEndPos;


        if (count > 0)
        {
            for (int i = 0; i <= count; i++)
            {
                tilePosition = Vector3Int.FloorToInt(tempStartPos - (difference / count) * i);
                Vector3Int myBuildingGridPos = new Vector3Int(tilePosition.x + ((size / 2)), MapMaker.activefloor, tilePosition.z + ((size / 2)));
                myBuildingGridPos.Clamp(new Vector3Int(1, 1, 1), new Vector3Int(size - 2, size - 2, size - 2));//Clamp for empty outer ring

                SetTileData(myBuilding.myData[myBuildingGridPos.x, myBuildingGridPos.y, myBuildingGridPos.z], Lookrotation, selectedBuildingID);
            }
        }

        //Debug.Log("StartPos: " + tempStartPos + " EndPos: " + tempEndPos + "LookRotation: " + LookDirection);
        tempStartPos = Vector3Int.zero;
        tempEndPos   = Vector3Int.zero;
    }
コード例 #3
0
ファイル: Box.cs プロジェクト: foopis23/Combine-And-Slime
    protected override void UpdateObject()
    {
        if (atDestination)
        {
            int        movingSlimeWidth     = slimeController.CurrentSlime.Scale + 1;
            Vector3    peepeepoopoo         = slimeController.CurrentSlime.Destination - slimeController.CurrentSlime.transform.position;
            Vector3Int movingSlimeTile      = tilemap.WorldToCell(slimeController.CurrentSlime.transform.position + Vector3.up * (peepeepoopoo.y < 0 ? 0.499f : 0.001f));
            Vector3Int movingSlimeDirection = slimeController.CurrentSlime.TileLocation - movingSlimeTile;
            movingSlimeDirection.Clamp(new Vector3Int(-1, -1, 0), new Vector3Int(1, 1, 0));
            if (movingSlimeDirection.sqrMagnitude > 0)
            {
                HashSet <Vector3Int> movingSlimeOccupiedTiles = new HashSet <Vector3Int>();
                for (int h = 0; h < movingSlimeWidth; h++)
                {
                    for (int k = 0; k < movingSlimeWidth; k++)
                    {
                        movingSlimeOccupiedTiles.Add(movingSlimeTile + new Vector3Int(h, k, 0));
                    }
                }

                Vector3Int[] directions =
                {
                    new Vector3Int(1,   0, 0),
                    new Vector3Int(-1,  0, 0),
                    new Vector3Int(0,   1, 0),
                    new Vector3Int(0,  -1, 0)
                };

                bool done = false;
                foreach (Vector3Int direction in directions)
                {
                    Vector3Int perpendicular = direction.x == 0 ? directions[0] : directions[2];
                    for (int i = 0; i < scale + 1; i++)
                    {
                        Vector3Int testPos = TileLocation + direction * (direction.x > 0 || direction.y > 0 ? scale + 1 : 1) + perpendicular * i;
                        if (movingSlimeOccupiedTiles.Contains(testPos) && movingSlimeDirection == -direction)
                        {
                            Move(TileLocation + (slimeController.CurrentSlime.TileLocation - movingSlimeTile));
                            done = true;
                            break;
                        }
                    }

                    if (done)
                    {
                        break;
                    }
                }
            }
        }
    }
コード例 #4
0
    void Update()
    {
        if (mode == "disabled")
        {
            return;
        }

        Vector3    pos        = Camera.main.ScreenToWorldPoint(Input.mousePosition);
        Vector3Int coordinate = grid.WorldToCell(pos);

        coordinate.Clamp(minCoordinate, maxCoordinate);

        cursorLayer.ClearAllTiles();
        cursorLayer.SetTile(coordinate, cursorTile);
    }
コード例 #5
0
 /// <summary>
 /// Modifies the density value at the specified point, and notifies the <c>Chunk</c>
 /// that its points have been updated.
 /// </summary>
 /// <param name="point"></param>
 /// <param name="value"></param>
 public void ModifyChunkAtPoint(Vector3Int point, Vector2 value)
 {
     point.Clamp(Vector3Int.zero, Vector3Int.one * chunkSize);
     if (modifiedPoints.ContainsKey(point))
     {
         modifiedPoints[point] = value;
     }
     else
     {
         modifiedPoints.Add(point, value);
     }
     points[point.z * chunkSize * chunkSize + point.y * chunkSize + point.x] = value;
     pointsHaveBeenModified = true;
     NotifyPointsUpdate();
 }
コード例 #6
0
    void OnMouseDown()
    {
        Vector3    pos        = Camera.main.ScreenToWorldPoint(Input.mousePosition);
        Vector3Int coordinate = grid.WorldToCell(pos);

        coordinate.Clamp(minCoordinate, maxCoordinate);

        if (mode == "place")
        {
            controller.PlaceShip(coordinate);
        }
        else if (mode == "attack")
        {
            // outside code thinks coordinates are 0, 0 based
            controller.TakeTurn(coordinate - new Vector3Int(0, size, 0));
        }
    }
コード例 #7
0
ファイル: Pathfinding.cs プロジェクト: nasa03/wakaman
        public Vector3Int GetNearestTileInBounds(Vector3Int origin, Vector3Int offset)
        {
            Vector3Int nearest = origin;
            int        max     = Mathf.Max(Mathf.Abs(offset.x), Mathf.Abs(offset.y));
            Vector3Int dir     = offset;

            dir.Clamp(Vector3Int.one * -1, Vector3Int.one);
            for (int i = max; i >= 0; i--)
            {
                var v = dir * i;
                if (IsPositionInBounds(origin + v) && !MapInfo.CollisionMap.HasTile(origin + v))
                {
                    nearest = origin + v;
                    break;
                }
            }
            return(nearest);
        }
コード例 #8
0
    private void Update()
    {
        if (!myIsEnded)
        {
            if (Input.GetMouseButton(0))
            {
                //Avrundar spelarens input till integers
                myInputCoordinates.x = Mathf.RoundToInt(GetClickCoordinates().x);
                myInputCoordinates.z = Mathf.RoundToInt(GetClickCoordinates().z);

                myInputCoordinates.Clamp(new Vector3Int(0, 0, 0), new Vector3Int(WorldController.Instance.GetWorldWidth - 1, 0, WorldController.Instance.GetWorldDepth - 1));

                //Kollar om en tile är upptagen
                if (WorldController.Instance.GetTileAtPosition(myInputCoordinates.x, myInputCoordinates.z).GetSetTileState == Tile.TileState.empty)
                {
                    PlacementLogic();
                }
            }
            //else
            //{
            //    if (Input.GetMouseButton(0))
            //    {
            //        //Avrundar spelarens input till integers
            //        myInputCoordinates.x = Mathf.RoundToInt(GetClickCoordinates().x);
            //        myInputCoordinates.z = Mathf.RoundToInt(GetClickCoordinates().z);

            //        myInputCoordinates.Clamp(new Vector3Int(0, 0, 0), new Vector3Int(10, 0, 10));

            //        //Kollar om en tile är upptagen
            //        //if (WorldController.Instance.GetTileAtPosition(myInputCoordinates.x, myInputCoordinates.z).GetSetTileState == Tile.TileState.road)
            //        //{

            //        //    AudioManager.ourInstance.PlayEffect(AudioManager.EEffects.REMOVE);
            //        //    myBuildManager.ResetTilesPositionRemoval();
            //        //    myPathManager.DeleteTile(myInputCoordinates);
            //        //    //Sätter tilen till empty

            //        //    //Reset:ar tile-objektet

            //        //}
            //    }
            //}
        }
    }
コード例 #9
0
ファイル: AStar.cs プロジェクト: Hengle/unity-toolbox-1
        static void RemoveDuplicates(List <Vector3Int> path, Vector3Int v)
        {
            if (path.Count >= 2)
            {
                Vector3Int last       = path[path.Count - 1];
                Vector3Int secondLast = path[path.Count - 2];

                Vector3Int dir1 = last - secondLast;
                dir1.Clamp(Vector3Int.one * -1, Vector3Int.one);

                Vector3Int dir2 = v - last;
                dir2.Clamp(Vector3Int.one * -1, Vector3Int.one);

                if (dir1 == dir2)
                {
                    path.RemoveAt(path.Count - 1);
                }
            }
        }
コード例 #10
0
 override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     currChaseTime  += Time.deltaTime;
     currUpdateTime += Time.deltaTime;
     if (currChaseTime > ghost.ChaseTime && !Game.IsNearLevelEnd())
     {
         animator.SetBool("is_scattering", true);
     }
     else
     {
         if (ghost.HasStopped || currUpdateTime > updateTargetPosTime)
         {
             currUpdateTime = 0f;
             Vector3Int playerCellPos = tilemap.WorldToCell(player.transform.position);
             Vector3Int ghostCellPos  = tilemap.WorldToCell(ghost.transform.position);
             Vector3Int dir           = playerCellPos - ghostCellPos;
             dir.Clamp(Vector3Int.one * -1, Vector3Int.one);
             if (pathfinding.GetTileDistance(ghostCellPos, playerCellPos) <= 4 && dir != player.MoveDir)
             {
                 ghost.MoveTo(playerCellPos);
             }
             else
             {
                 /*
                  * According to the reference article for Ghost AI:
                  *   To locate Inky (cyan) target:
                  *    1 - Select the position two tiles in front of Pac-Man in his
                  *        current direction of travel.
                  *    2 - Create a vector from Blinky position to this tile, and
                  *        then double the length of the vector.
                  *    3 - The ending position of the vector (starting from Blinky)
                  *        is Inky's target.
                  */
                 Vector3Int redGhostCellPos = tilemap.WorldToCell(GhostsManager.instance.RedGhost.transform.position);
                 Vector3Int vectorEnd       = playerCellPos + player.MoveDir * 2;
                 Vector3Int vec             = (vectorEnd - redGhostCellPos) * 2;
                 ghost.MoveTo(pathfinding.GetNearestTileInBounds(redGhostCellPos, vec));
             }
         }
     }
 }
コード例 #11
0
    public void PlaceSingleTile(int selectedBuildingID)//[Single Tiles]
    {
        Vector3Int tilePosition = new Vector3Int();
        Quaternion Lookrotation = new Quaternion();

        Vector3Int LookDirection = Vector3Int.FloorToInt(tempStartPos - tempEndPos);

        LookDirection = new Vector3Int(LookDirection.x, 0, LookDirection.z);

        Lookrotation = Quaternion.LookRotation(LookDirection);

        tilePosition = Vector3Int.FloorToInt(tempStartPos);
        Vector3Int myBuildingGridPos = new Vector3Int(tilePosition.x + ((size / 2)), MapMaker.activefloor, tilePosition.z + ((size / 2)));

        myBuildingGridPos.Clamp(new Vector3Int(1, 1, 1), new Vector3Int(size - 2, size - 2, size - 2));//Clamp for empty outer ring

        SetTileData(myBuilding.myData[myBuildingGridPos.x, myBuildingGridPos.y, myBuildingGridPos.z], Lookrotation, selectedBuildingID);

        Debug.Log("StartPos: " + tempStartPos + " EndPos: " + tempEndPos + "LookRotation: " + Lookrotation + "Direction: " + LookDirection);
        tempStartPos = Vector3Int.zero;
        tempEndPos   = Vector3Int.zero;
    }
コード例 #12
0
        public int GetPriority(Vector3Int playerChunkPosition, Vector3Int playerDirection)
        {
            Vector3Int playerToChunk = new Vector3Int(cx, cy, cz) - playerChunkPosition;

            if (playerToChunk.x == 0 && (playerToChunk.y == 0 || playerToChunk.y == -1) && playerToChunk.z == 0)
            {
                return(0);
            }

            Vector3Int chunkDirection = playerToChunk;

            chunkDirection.Clamp(new Vector3Int(-1, -1, -1), new Vector3Int(1, 1, 1));

            int a = (int)playerToChunk.magnitude;

            if (a > 1)
            {
                a += 5;
            }
            a += chunkDirection.x == playerDirection.x ? 0 : 2;
            a += chunkDirection.y == playerDirection.y ? 0 : 2;
            a += chunkDirection.z == playerDirection.z ? 0 : 2;
            return(a);
        }
コード例 #13
0
ファイル: Extensions.cs プロジェクト: Hengle/unity-toolbox-1
 public static void ClampDirection(this Vector3Int v)
 {
     v.Clamp(Vector3Int.one * -1, Vector3Int.one);
 }
コード例 #14
0
 /// <summary>
 /// Returns the density value at a given point.
 /// </summary>
 /// <param name="point"></param>
 /// <returns></returns>
 public Vector2 GetValueAtPoint(Vector3Int point)
 {
     point.Clamp(Vector3Int.zero, Vector3Int.one * chunkSize);
     return(points[point.z * voxelsPerChunkSqr + point.y * chunkSize + point.x]);
 }
コード例 #15
0
ファイル: Util.cs プロジェクト: pseudo20/Pipeline-Dreams
 public static Vector3Int Normalize(Vector3Int v)
 {
     v.Clamp(Vector3Int.one * -1, Vector3Int.one);
     return(v);
 }