예제 #1
0
 private void RUN_PRESNAP()
 {
     if (mPreState == PRESNAP_STATE.SREADYTOSNAP)
     {
         if (Input.GetKeyDown(KeyCode.Space))
         {
             EXIT_PRESNAP();
             ENTER_LIVE();
         }
         // Now here's where we show the play art.
         if (Input.GetKeyDown(KeyCode.T))
         {
             // Go to high snap state.
             cRouteDrawer.FShowRouteGraphics();
             FindObjectOfType <CAM_PlayShowing>().FActivate();
             mPreState = PRESNAP_STATE.SHIGHCAM;
         }
     }
     else if (mPreState == PRESNAP_STATE.SHIGHCAM)
     {
         if (Input.GetKeyDown(KeyCode.T))
         {
             cRouteDrawer.FStopShowingRoutes();
             FindObjectOfType <CAM_PlayShowing>().FDeactivate();
             mPreState = PRESNAP_STATE.SREADYTOSNAP;
         }
     }
 }
예제 #2
0
    private void ENTER_PRESNAP()
    {
        mState    = STATE.S_PRESNAP;
        mPreState = PRESNAP_STATE.SREADYTOSNAP;

        mUI.rPreSnapCanvas.gameObject.SetActive(true);
        rPC.mState = PC_Controller.PC_STATE.SPRE_SNAP;
        Vector3 vPCPos = rSnap.transform.position; vPCPos.z -= 5f; vPCPos.y = 1f;

        rPC.transform.position = vPCPos;
        foreach (RP_Receiver rec in rRecs)
        {
            rec.transform.position = FGetRecStartingSpot(rec.mTag, rSnap.transform.position);
            foreach (DATA_ORoute rt in mSet.mRoutes)
            {
                if (rt.mOwner == rec.mTag)
                {
                    rec.FSetUpRoute(rt);
                }
            }
            rec.FENTER_PRE_SNAP();
        }
        foreach (RP_Hoop hoop in rHoops)
        {
            hoop.transform.position = FGetRingStartingSpot(hoop.mWRTag, rSnap.transform.position);
            // hoop.transform.LookAt(rPocket.transform.position);
        }
    }
예제 #3
0
    // ----------------------------- PRESNAP STATES
    private void RUN_SnapReady()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            FindObjectOfType <PC_Controller>().mState = PC_Controller.PC_STATE.SACTIVE;

            PRAC_Ath[] athletes = FindObjectsOfType <PRAC_Ath>();
            for (int i = 0; i < athletes.Length; i++)
            {
                athletes[i].mState = PRAC_Ath.PRAC_ATH_STATE.SDOING_JOB;
            }

            // For now so it's not there when we run. Going to change this soon.
            cShowDefence.FStopShowingPlayArt();
            mState = PRAC_STATE.SPLAY_RUNNING;
        }

        // We also need the camera to go to the higher perspective.
        if (Input.GetKeyDown(KeyCode.T))
        {
            cShowDefence.FStopShowingPlayArt();
            cShowDefence.FShowAllPlayRoles(IO_PlayList.FLOAD_PLAY_BY_NAME(rPracUI.mOffensivePlayName.text), IO_DefPlays.FLOAD_PLAY_BY_NAME(rPracUI.mDefensivePlayName.text), rSnapSpot);
            FindObjectOfType <CAM_PlayShowing>().FActivate();
            mPreSnapState = PRESNAP_STATE.SHIGHCAM;
        }
    }
예제 #4
0
 void RUN_HighCam()
 {
     if (Input.GetKeyDown(KeyCode.T))
     {
         cShowPreSnapGFX.FStopShowingPlayArt();
         FindObjectOfType <CAM_PlayShowing>().FDeactivate();
         mPreSnapState = PRESNAP_STATE.SREADYTOSNAP;
     }
 }
예제 #5
0
    private void RUN_FinishedPicking()
    {
        // I guess this is where I transfer state?
        mState        = PRAC_STATE.SPRE_SNAP;
        mPreSnapState = PRESNAP_STATE.SREADYTOSNAP;

        rPracUI.FRUN_Presnap();
        FindObjectOfType <PC_Controller>().mState = PC_Controller.PC_STATE.SPRE_SNAP;

        // We wait until they click a play in the UI.
        cPlaySetter.FSetUpPlay(rPracUI.mOffensivePlayName.text, rPracUI.mDefensivePlayName.text, rSnapSpot);
    }
예제 #6
0
    void RUN_SnapReady()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            FExit();
            TDC_EventManager.FBroadcast(TDC_GE.GE_BallSnapped);
            cLive.FEnter();
        }

        // We also need the camera to go to the higher perspective.
        if (Input.GetKeyDown(KeyCode.T))
        {
            cShowPreSnapGFX.FStopShowingPlayArt();
            cShowPreSnapGFX.FShowOffensivePlay(IO_OffensivePlays.FLoadPlay(cMan.mPlay), cMan.rSnapSpot);
            FindObjectOfType <CAM_PlayShowing>().FActivate();
            mPreSnapState = PRESNAP_STATE.SHIGHCAM;
        }
    }
예제 #7
0
    void Start()
    {
        cPlaySetter  = GetComponent <PRAC_SetUpPlay>();
        cShowDefence = GetComponent <PRAC_ShowDefense>();

        mState         = PRAC_STATE.SPOST_PLAY;
        mPreSnapState  = PRESNAP_STATE.SREADYTOSNAP;
        mPickPlayState = PICKPLAY_STATE.SOFFENSE;
        IO_PlayList.FLOAD_PLAYS();
        IO_DefPlays.FLOAD_PLAYS();
        IO_ZoneList.FLOAD_ZONES();

        IO_RouteList.FLOAD_ROUTES();

        PRS_AssignMan.FLOAD_PRIORITIES();

        // Won't affect the build, but will affect the editor.
        IO_Settings.FLOAD_SETTINGS();
        // IO_RouteList.FCONVERT_TO_TEXT_FILES();
        // IO_PlayList.FCONVERT_TO_TEXT_FILES();
        // IO_DefPlays.FCONVERT_TO_TEXT_FILES();
        // IO_ZoneList.FCONVERT_TO_TEXT_FILES();
        MN_PauseScreen.SetActive(false);
    }