Exemplo n.º 1
0
 public void BeginChoice(ChoosingInfo choice, Vector3 pos, List <bool> validDirections, Pickup current)
 {
     transform.position = pos;
     // Display correct sprite
     SetActive(choice);
     ShowValid(validDirections);
     anim.SetInteger("CurrentPickup", choice == ChoosingInfo.pickup ? (int)current : -1);
 }
Exemplo n.º 2
0
    // Start direction choosing process
    private bool ChoosingDirection()
    {
        // If player is on this beacon, set choosing
        if (playerContact)
        {
            Choosing = ChoosingInfo.direction;
        }

        return(choosing != ChoosingInfo.none);
    }
Exemplo n.º 3
0
    // Start pickup choosing process
    private bool ChoosingPickup()
    {
        // If player is on this beacon, set choosing
        if (playerContact)
        {
            Choosing = ChoosingInfo.pickup;
        }

        return(choosing != ChoosingInfo.none);
    }
Exemplo n.º 4
0
 // Set the right sprites to display
 private void SetActive(ChoosingInfo choice)
 {
     if (choice != ChoosingInfo.none)
     {
         anim.SetBool("ShowWheel", true);
         anim.SetBool("PickupSprites", choice == ChoosingInfo.pickup);
         for (int i = 0; i < animatorAcceptanceParameter.Length; ++i)
         {
             anim.SetInteger(animatorAcceptanceParameter[i], 0);
         }
     }
     else
     {
         HideChoice();
     }
 }
Exemplo n.º 5
0
    private List <bool> ValidDirections(ChoosingInfo value)
    {
        if (value == ChoosingInfo.direction)
        {
            return(new List <bool> {
                true, true, true, true
            });
        }
        List <bool> output = new List <bool> {
            true, false, false, false
        };

        output[1] = BWInventory.Instance.GetPickupCount(Pickup.line) > 0 || pickup == Pickup.line;
        output[2] = BWInventory.Instance.GetPickupCount(Pickup.area) > 0 || pickup == Pickup.area;
        output[3] = BWInventory.Instance.GetPickupCount(Pickup.displace) > 0 || pickup == Pickup.displace;
        return(output);
    }
Exemplo n.º 6
0
    // Return true if wheel still open
    private bool ResolveChoice(Direction dir)
    {
        // If choosing pickup to use
        if (choosing == ChoosingInfo.pickup)
        {
            switch (dir)
            {
            case Direction.up:
                Pickup = Pickup.none;
                break;

            case Direction.right:
                Pickup = Pickup.line;
                break;

            case Direction.down:
                Pickup = Pickup.area;
                break;

            case Direction.left:
                Pickup = Pickup.displace;
                break;

            default:
                Pickup = Pickup.none;
                break;
            }
            wheel.MakeChoice(dir, pickupSetSuccessful);
            if (pickupSetSuccessful)
            {
                // End choosing mode
                Choosing = ChoosingInfo.none;
            }
        }
        // If choosing direction to point
        else if (choosing == ChoosingInfo.direction)
        {
            Direction = dir;
            wheel.MakeChoice(dir, true);
            // End choosing mode
            Choosing = ChoosingInfo.none;
        }
        return(choosing != ChoosingInfo.none);
    }
Exemplo n.º 7
0
    // Change beacon direction 90 clockwise (via setter)
    private bool RotateDirection()
    {
        // If player isn't on this beacon, return
        if (!playerContact)
        {
            return(false);
        }
        // If no choice being made, rotate
        if (choosing == ChoosingInfo.none)
        {
            switch (direction)
            {
            case Direction.up:
                Direction = Direction.right;
                break;

            case Direction.right:
                Direction = Direction.down;
                break;

            case Direction.down:
                Direction = Direction.left;
                break;

            case Direction.left:
                Direction = Direction.up;
                break;

            default:
                Direction = Direction.up;
                break;
            }
        }
        // If currently choosing direction, cancel
        else if (choosing == ChoosingInfo.direction)
        {
            Choosing = ChoosingInfo.none;
        }
        return(choosing != ChoosingInfo.none);
    }