public void Travel(List <HexCell> path) { skipThisUnit = false; unitView.ClearPath(); Grid.ClearPath(); if (path == null || path.Count <= 1) { currentPath = null; return; } currentPath = path; pathTraveledThisTurn = new List <HexCell>(); pathTraveledThisTurn.Add(location); int i = 0; while (this.DoMove()) { i++; } if (pathTraveledThisTurn != null && pathTraveledThisTurn.Count > 1) { OnUnitMoved?.Invoke(pathTraveledThisTurn); } }
/// <summary> /// Reads match messages sent by other players, and fires locally events basing on opCode. /// </summary> /// <param name="opCode"></param> /// <param name="messageJson"></param> public void ReceiveMatchStateHandle(long opCode, string messageJson) { //Choosing which event should be invoked basing on opCode, then parsing json to MatchMessage class and firing event switch ((MatchMessageType)opCode) { //UNITS case MatchMessageType.UnitSpawned: MatchMessageUnitSpawned matchMessageUnitSpawned = MatchMessageUnitSpawned.Parse(messageJson); OnUnitSpawned?.Invoke(matchMessageUnitSpawned); break; case MatchMessageType.UnitMoved: MatchMessageUnitMoved matchMessageUnitMoved = MatchMessageUnitMoved.Parse(messageJson); OnUnitMoved?.Invoke(matchMessageUnitMoved); break; case MatchMessageType.UnitAttacked: MatchMessageUnitAttacked matchMessageUnitAttacked = MatchMessageUnitAttacked.Parse(messageJson); OnUnitAttacked?.Invoke(matchMessageUnitAttacked); break; //SPELLS case MatchMessageType.SpellActivated: MatchMessageSpellActivated matchMessageSpellActivated = MatchMessageSpellActivated.Parse(messageJson); OnSpellActivated?.Invoke(matchMessageSpellActivated); break; //CARDS case MatchMessageType.CardPlayRequest: if (_connection.BattleConnection.HostId == _connection.Account.User.Id) { MatchMessageCardPlayRequest matchMessageCardPlayRequest = MatchMessageCardPlayRequest.Parse(messageJson); OnCardRequested?.Invoke(matchMessageCardPlayRequest); } break; case MatchMessageType.CardPlayed: MatchMessageCardPlayed matchMessageCardPlayed = MatchMessageCardPlayed.Parse(messageJson); OnCardPlayed?.Invoke(matchMessageCardPlayed); break; case MatchMessageType.CardCanceled: MatchMessageCardCanceled matchMessageCardCancelled = MatchMessageCardCanceled.Parse(messageJson); OnCardCancelled?.Invoke(matchMessageCardCancelled); break; case MatchMessageType.StartingHand: MatchMessageStartingHand matchMessageStartingHand = MatchMessageStartingHand.Parse(messageJson); OnStartingHandReceived?.Invoke(matchMessageStartingHand); break; } }
/// <summary> /// This method is used by host to invoke locally event connected with match message which is sent to other players. /// Should be always runned on host client after sending any message, otherwise some of the game logic would not be runned on host game instance. /// Don't use this method when client is not a host! /// </summary> /// <typeparam name="T"></typeparam> /// <param name="opCode"></param> /// <param name="message"></param> public void SendMatchStateMessageSelf <T>(MatchMessageType opCode, T message) where T : MatchMessage <T> { //Choosing which event should be invoked basing on opCode and firing event switch (opCode) { //GAME case MatchMessageType.MatchEnded: OnGameEnded?.Invoke(message as MatchMessageGameEnded); break; //UNITS case MatchMessageType.UnitSpawned: OnUnitSpawned?.Invoke(message as MatchMessageUnitSpawned); break; case MatchMessageType.UnitMoved: OnUnitMoved?.Invoke(message as MatchMessageUnitMoved); break; case MatchMessageType.UnitAttacked: OnUnitAttacked?.Invoke(message as MatchMessageUnitAttacked); break; //SPELLS case MatchMessageType.SpellActivated: OnSpellActivated?.Invoke(message as MatchMessageSpellActivated); break; //CARDS case MatchMessageType.CardPlayRequest: OnCardRequested?.Invoke(message as MatchMessageCardPlayRequest); break; case MatchMessageType.CardPlayed: OnCardPlayed?.Invoke(message as MatchMessageCardPlayed); break; case MatchMessageType.CardCanceled: OnCardCancelled?.Invoke(message as MatchMessageCardCanceled); break; case MatchMessageType.StartingHand: OnStartingHandReceived?.Invoke(message as MatchMessageStartingHand); break; default: break; } }
public IEnumerator FollowPath(List <Node> path, Unit unit, GameObject unitView, bool isEnemySelected) { Cursor.visible = false; Node startNode = path[0]; foreach (Node node in path) { yield return(new WaitForSeconds(moveDelay)); if (node != startNode) { Graph graph = FindObjectOfType <Graph>(); m_graph = graph; float distanceBetweenNodes = m_graph.GetNodeDistance(node.previous, node); unit.actionPoints -= distanceBetweenNodes; } if (isEnemySelected) { UpdateUnitPosData(unit, unitView, node); } if (!isEnemySelected) { UpdateUnitPosData(unit, unitView, node); } } Unit currentUnit = unit; Node currentNode = unit.currentNode; unit.hasMoved = true; if (unit.actionPoints < 1) { unit.isWaiting = true; } OnUnitMoved?.Invoke(this, new OnUnitMovedEventArgs { startNode = startNode, currentUnit = currentUnit, endNode = currentNode }); m_playerManager.DeselectUnit(unit); Cursor.visible = true; }
private void PerformAction(Action action, Unit unit, bool alreadyPerfomedType) { switch (action.Type) { case ActionType.Move: if (CanMove(unit, action.Direction)) { unit.Move(action.Direction, alreadyPerfomedType); OnUnitMoved?.Invoke(this, new MoveEventArgs { Unit = unit }); } break; case ActionType.Attack: Unit target = GetTarget(unit, action); if (target != null) { unit.Attack(target); if (target.Health <= 0) { OnUnitDied?.Invoke(this, new DeathEventArgs { Unit = target }); if (GameConfig.BloodLust) { unit.Power += 2; } } } OnUnitAttacked?.Invoke(this, new AttackEventArgs { Unit = unit, Target = target }); break; } }
/// <summary> /// Reads match messages sent by other players, and fires locally events basing on opCode. /// </summary> /// <param name="opCode"></param> /// <param name="messageJson"></param> public void ReceiveMatchStateHandle(long opCode, string messageJson) { if (GameStarted == false) { _incommingMessages.Enqueue(new IncommingMessageState(opCode, messageJson)); return; } //Choosing which event should be invoked basing on opCode, then parsing json to MatchMessage class and firing event switch ((MatchMessageType)opCode) { //GAME case MatchMessageType.MatchEnded: MatchMessageGameEnded matchMessageGameEnded = MatchMessageGameEnded.Parse(messageJson); OnGameEnded?.Invoke(matchMessageGameEnded); break; //UNITS case MatchMessageType.UnitSpawned: MatchMessageUnitSpawned matchMessageUnitSpawned = MatchMessageUnitSpawned.Parse(messageJson); OnUnitSpawned?.Invoke(matchMessageUnitSpawned); break; case MatchMessageType.UnitMoved: MatchMessageUnitMoved matchMessageUnitMoved = MatchMessageUnitMoved.Parse(messageJson); OnUnitMoved?.Invoke(matchMessageUnitMoved); break; case MatchMessageType.UnitAttacked: MatchMessageUnitAttacked matchMessageUnitAttacked = MatchMessageUnitAttacked.Parse(messageJson); OnUnitAttacked?.Invoke(matchMessageUnitAttacked); break; //SPELLS case MatchMessageType.SpellActivated: MatchMessageSpellActivated matchMessageSpellActivated = MatchMessageSpellActivated.Parse(messageJson); OnSpellActivated?.Invoke(matchMessageSpellActivated); break; //CARDS case MatchMessageType.CardPlayRequest: if (IsHost == true) { MatchMessageCardPlayRequest matchMessageCardPlayRequest = MatchMessageCardPlayRequest.Parse(messageJson); OnCardRequested?.Invoke(matchMessageCardPlayRequest); } break; case MatchMessageType.CardPlayed: MatchMessageCardPlayed matchMessageCardPlayed = MatchMessageCardPlayed.Parse(messageJson); OnCardPlayed?.Invoke(matchMessageCardPlayed); break; case MatchMessageType.CardCanceled: MatchMessageCardCanceled matchMessageCardCancelled = MatchMessageCardCanceled.Parse(messageJson); OnCardCancelled?.Invoke(matchMessageCardCancelled); break; case MatchMessageType.StartingHand: MatchMessageStartingHand matchMessageStartingHand = MatchMessageStartingHand.Parse(messageJson); OnStartingHandReceived?.Invoke(matchMessageStartingHand); break; } }