public void SelectOtherTile(SelectTile tileToSelect)
 {
     if (_currentConfiguration.TileSets.Count > 0)
     {
         _selectedTile = tileToSelect == SelectTile.Previous ? -1 : +1;
         _selectedTile = UnityEngine.Mathf.Clamp(_selectedTile, 0, _currentConfiguration.TileSets.Count - 1);
     }
 }
예제 #2
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        /// <summary>
        /// Initializes the dictionary object.
        /// </summary>
        /// <returns>Commands dictionary.</returns>
        private static Dictionary <string, IGameCommand> InitializeList()
        {
            Dictionary <string, IGameCommand> list = new Dictionary <string, IGameCommand>();

            IGameCommand loginCommand = new Login();

            list.Add(loginCommand.Name, loginCommand);

            IGameCommand getPlayerCommand = new GetPlayersList();

            list.Add(getPlayerCommand.Name, getPlayerCommand);

            IGameCommand selectPlayerCommand = new SelectPlayer();

            list.Add(selectPlayerCommand.Name, selectPlayerCommand);

            IGameCommand uiLoadCompleteCommand = new UILoadComplete();

            list.Add(uiLoadCompleteCommand.Name, uiLoadCompleteCommand);

            IGameCommand updateScoreCommand = new UpdateScore();

            list.Add(updateScoreCommand.Name, updateScoreCommand);

            IGameCommand gameCompleteCommand = new GameComplete();

            list.Add(gameCompleteCommand.Name, gameCompleteCommand);

            IGameCommand sendJigSawCoordinates = new SendJigSawCoordinates();

            list.Add(sendJigSawCoordinates.Name, sendJigSawCoordinates);

            IGameCommand selectTile = new SelectTile();

            list.Add(selectTile.Name, selectTile);

            IGameCommand disableTile = new DisableTile();

            list.Add(disableTile.Name, disableTile);

            IGameCommand assignTile = new AssignTile();

            list.Add(assignTile.Name, assignTile);

            IGameCommand resetTile = new ResetTile();

            list.Add(resetTile.Name, resetTile);

            return(list);
        }
예제 #3
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        public TileEditorManager(ContentManager Content, PlanetLevel inputLevel, GameWindow gameWindow)
        {
            State = "Loading";
            var baseSize = Content.Load <Texture2D>(@"Tileset/Earth/Tile_Earth_Wall");

            this.baseSize = baseSize.Width;
            hud           = new SelectionHUD(Content);
            layoutCam     = new Camera2D(gameWindow);
            //input = new EditorInput(baseSize.Width);
            render      = new RenderLevel(_textureManager);
            select      = new SelectTile(this.baseSize);
            planetLevel = inputLevel;
            State       = "Rendering";
        }
예제 #4
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        public TileEditorManager(
            ContentManager Content,
            SpriteBatch spriteBatch,
            TextureManager textureManager,
            GameWindow gameWindow)
        {
            _textureManager = textureManager;
            _spriteBatch    = spriteBatch;

            State = "Loading";
            var baseSize = _textureManager.Wall;

            this.baseSize = baseSize.Width;

            hud       = new SelectionHUD(Content);
            layoutCam = new Camera2D(gameWindow);
            render    = new RenderLevel(_textureManager);
            select    = new SelectTile(this.baseSize);

            layoutCam.Pos = planetLevel.SetToMiddle(planetLevel);
            State         = "Rendering";
        }