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 void setAsteroidLocations() { GameObject[] asteroids = GameObject.FindGameObjectsWithTag("Asteroid"); for (int i = 0; i < asteroids.Length; i++) { asteroids[i].transform.GetComponent <AsteroidProperties>().setCanBeMoved(false); } PhaseHandlerService.nextPhase(); }
public void MENU_ACTION_setPlayerInitiative() { Debug.Log("Setting player initiative!"); string playerName = this.transform.GetComponentInChildren <Text>().text; foreach (Player player in MatchDatas.getPlayers()) { if (player.getPlayerName().Equals(playerName)) { player.setInitiative(); Debug.Log(player.getPlayerName() + " now has initiative!"); PhaseHandlerService.nextPhase(); Destroy(GameObject.Find("Initiative panel")); } } }
// 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(); } } }
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); } } }
public void OnPointerClick(PointerEventData eventData) { PhaseHandlerService.nextPhase(); }
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(); } }