Exemplo n.º 1
0
    // выбран интерактивный объекет, надо как-то отреагировать чтоли...
    public void MoveOffSelectebleObject(GameObject selObject)
    {
        //if (waitingPlayerInput)
        //{
        // персонаж?
        Character selCharacter = selObject.transform.gameObject.GetComponentInParent <Character>();

        if (selCharacter != null)
        {
            // не должен быть выбран?
            if (selCharacter != currentTarget && selCharacter != player)
            {
                // выключаем
                selCharacter.SwitchSelect(false);
            }

            characterInfoPanel.Hide();
            zoneSelectorTarget.HideZone();
        }

        //}
    }
Exemplo n.º 2
0
    IEnumerator GameLoop()
    {
        //       yield return new WaitForSecondsRealtime(2.0f);
        //       print("корутина стартанула");
        while (!CheckEndGame())
        {
            foreach (var _player in playerCharacters)
            {
                player = _player.Key;
                cameraMoveScript.SetTarget(player.transform);
                playerCharacterInfo = _player.Value;
                FindTargetList(player, enemyCharacters, targetList);


                // подготовка
                playerCharacterInfo.TurnReset();

                if (targetList.Count > 0)
                {
                    currentTarget = targetList[0].character;
                    currentTargetCharacterInfo    = targetList[0];
                    playerCharacterInfo.hasTarget = true;
                }
                else
                {
                    currentTarget = null;
                    currentTargetCharacterInfo    = null;
                    playerCharacterInfo.hasTarget = false;
                }


                // включение всякого UI
                uiLevelScript.ShowMenu(true);
                zoneSelectorPlayer.ShowZone(ZoneSelector.CharacterType.Player, playerCharacterInfo);
                player.SwitchSelect(true, selectOutlinePlayerColor, selectOutlineWith);

                // ждём хода
                while (!playerCharacterInfo.isEndTurn)
                {
                    if (player.IsIdle() &&
                        playerCharacterInfo.characterState == CharacterInfo.CharacterState.CharacterFire)
                    {
                        playerCharacterInfo.characterState = CharacterInfo.CharacterState.CharacterIdle;
                        playerCharacterInfo.Update(false);
                        zoneSelectorPlayer.ShowZone(ZoneSelector.CharacterType.Player, playerCharacterInfo);
                        if (characterInfoPanel.isShow())
                        {
                            characterInfoPanel.Show(currentTarget);
                        }
                    }

                    if (player.IsIdle() &&
                        playerCharacterInfo.characterState == CharacterInfo.CharacterState.CharacterMove)
                    {
                        playerCharacterInfo.characterState = CharacterInfo.CharacterState.CharacterIdle;
                        //обновляем список доступных целей после передвижения
                        FindTargetList(player, enemyCharacters, targetList);
                        // есть ли цели
                        playerCharacterInfo.hasTarget = (targetList.Count > 0);
                        playerCharacterInfo.Update(playerCharacterInfo.canFire);
                        zoneSelectorPlayer.ShowZone(ZoneSelector.CharacterType.Player, playerCharacterInfo);
                    }

                    if ((!playerCharacterInfo.canFire ||
                         (playerCharacterInfo.canFire && !playerCharacterInfo.hasTarget)) &&
                        !playerCharacterInfo.canMove &&
                        playerCharacterInfo.characterState == CharacterInfo.CharacterState.CharacterIdle)
                    {
                        playerCharacterInfo.isEndTurn = true;
                    }


                    yield return(null);
                }

                // выключаем UI
                zoneSelectorPlayer.HideZone();
                characterInfoPanel.Hide();
                uiLevelScript.ShowMenu(false);
                player.SwitchSelect(false);
                player = null;
                playerCharacterInfo = null;
                if (currentTarget != null)
                {
                    currentTarget.SwitchSelect(false);
                }
            }


            foreach (var _enemy in enemyCharacters)
            {
                enemy = _enemy.Key;
                cameraMoveScript.SetTarget(enemy.transform);
                if (enemy.IsDead())
                {
                    continue;
                }

                enemyCharacterInfo = _enemy.Value;
                enemyCharacterInfo.TurnReset();
                zoneSelectorPlayer.ShowZone(ZoneSelector.CharacterType.Enemy, enemyCharacterInfo);

                //FindTargetList(enemy.Key, playerCharacters, targetList);


                // ждём хода
                while (!enemyCharacterInfo.isEndTurn)
                {
                    if (enemy.IsIdle() &&
                        enemyCharacterInfo.characterState == CharacterInfo.CharacterState.CharacterFire)
                    {
                        enemyCharacterInfo.characterState = CharacterInfo.CharacterState.CharacterIdle;
                        enemyCharacterInfo.Update(false);
                        zoneSelectorPlayer.ShowZone(ZoneSelector.CharacterType.Enemy, enemyCharacterInfo);
                    }

                    if (enemy.IsIdle() &&
                        enemyCharacterInfo.characterState == CharacterInfo.CharacterState.CharacterMove)
                    {
                        enemyCharacterInfo.characterState = CharacterInfo.CharacterState.CharacterIdle;
                        //обновляем список доступных целей после передвижения
                        enemyCharacterInfo.Update(playerCharacterInfo.canFire);
                        zoneSelectorPlayer.ShowZone(ZoneSelector.CharacterType.Enemy, enemyCharacterInfo);
                    }

                    if (!enemyCharacterInfo.canFire && !enemyCharacterInfo.canMove &&
                        enemyCharacterInfo.characterState == CharacterInfo.CharacterState.CharacterIdle)
                    {
                        enemyCharacterInfo.isEndTurn = true;
                    }

                    yield return(null);

                    if (enemy.IsIdle() && !enemyCharacterInfo.isEndTurn)
                    {
                        findEnemyTurn(enemy);
                    }
                }

                // выключаем UI
                zoneSelectorPlayer.HideZone();

                enemy.SwitchSelect(false);
                enemy = null;
                enemyCharacterInfo = null;
                if (currentTarget != null)
                {
                    currentTarget.SwitchSelect(false);
                }
            }
        }

        // аниматор танца
        List <Character> charList = (gameState == GameState.Lose)
            ? enemyCharacters.Keys.ToList()
            : playerCharacters.Keys.ToList();

        foreach (Character character in charList)
        {
            if (!character.IsDead())
            {
                character.Win();
            }
        }

        // ждём 3 сек и выводим окно об окончании игры
        yield return(new WaitForSeconds(3.0f));

        uiMenuWinLoseScript.ShowMenu(gameState == GameState.Win);
    }