Exemplo n.º 1
0
        }               //end void Start()

        // custom overloaded constructor
        public void InitThis(GameObject p_PlayerEntity, int p_travelDistance)
        {
            //player entity
            m_PlayerEntity = p_PlayerEntity;

            //turn just started
            m_isInSelectPathToTakeState = true;

            //store orig position
            m_origPlayerPosition = p_PlayerEntity.transform.position;

            //how much can the player move
            m_initialTravelDist = p_travelDistance;
            m_currTravelDist    = m_initialTravelDist;

            //resetDisplacement Value
            m_displacementVector = new Vector3(0.0f, 0.0f, 0.0f);

            // Player character script.
            m_playerCharacterScript = m_PlayerEntity.GetComponent <GSP.Char.Character>();

            // Generate the initial set of highlight objects.
            Highlight.GenerateHighlight(m_origPlayerPosition, m_currTravelDist);

            //movement script
        }               //end public void InitThis()
Exemplo n.º 2
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        }         //end OnGUI()

        private void GUIMovementPads()
        {
            int width      = 32;
            int height     = 32;
            int gridXShift = -8;
            int gridYShift = -8;

            //Button color
            GUI.backgroundColor = Color.red;
            if (m_currTravelDist > 0)
            {
                //left
                if (GUI.Button(new Rect((Screen.width - (3 * width) + gridXShift), (Screen.height - (2 * height) + gridYShift), width, height), "<"))
                {
                    m_displacementVector = m_MovementScript.MoveLeft(m_PlayerEntity.transform.position); //uncomment this and comment above when Brents Movement class is ready
                    m_playerCharacterScript.Face(GSP.Char.Character.FacingDirection.WEST);               // Face the character to the west which is to the left.
                    MovePlayer();
                    Highlight.ClearHightlight();                                                         // Clear the highlight objects.
                    Highlight.GenerateHighlight(m_PlayerEntity.transform.position, m_currTravelDist);    // Recreate the highlights with the new values.
                    audioSrc.audio.PlayOneShot(GSP.AudioReference.sfxWalking);                           //Play walking sound
                }
                //right
                if (GUI.Button(new Rect((Screen.width - (1 * width) + gridXShift), (Screen.height - (2 * height) + gridYShift), width, height), ">"))
                {
                    m_displacementVector = m_MovementScript.MoveRight(m_PlayerEntity.transform.position); //uncomment this and comment above when Brents Movement class is ready
                    m_playerCharacterScript.Face(GSP.Char.Character.FacingDirection.EAST);                // Face the character to the east which is to the right.
                    MovePlayer();
                    Highlight.ClearHightlight();                                                          // Clear the highlight objects.
                    Highlight.GenerateHighlight(m_PlayerEntity.transform.position, m_currTravelDist);     // Recreate the highlights with the new values.
                    audioSrc.audio.PlayOneShot(GSP.AudioReference.sfxWalking);                            //Play walking sound
                }
                //cancel
                if (GUI.Button(new Rect((Screen.width - (2 * width) + gridXShift), (Screen.height - (2 * height) + gridYShift), width, height), "X"))
                {
                    m_playerCharacterScript.Face(GSP.Char.Character.FacingDirection.SOUTH);                       // Face the character to the south which is to the left. This is the default facing.
                    //MOVE BACK TO ORIG POSITION
                    CancelMove();
                    Highlight.ClearHightlight();                                         // Clear the highlight objects.
                    Highlight.GenerateHighlight(m_origPlayerPosition, m_currTravelDist); // Recreate the highlights with the new values.
                    audioSrc.audio.PlayOneShot(GSP.AudioReference.sfxWalking);           //Play walking sound
                }
                //up
                if (GUI.Button(new Rect((Screen.width - (2 * width) + gridXShift), (Screen.height - (3 * height) + gridYShift), width, height), "^"))
                {
                    m_displacementVector = m_MovementScript.MoveUp(m_PlayerEntity.transform.position); //uncomment this and comment above when Brents Movement class is ready
                    m_playerCharacterScript.Face(GSP.Char.Character.FacingDirection.NORTH);            // Face the character to the north which is up.
                    MovePlayer();
                    Highlight.ClearHightlight();                                                       // Clear the highlight objects.
                    Highlight.GenerateHighlight(m_PlayerEntity.transform.position, m_currTravelDist);  // Recreate the highlights with the new values.
                    audioSrc.audio.PlayOneShot(GSP.AudioReference.sfxWalking);                         //Play walking sound
                }
                //down
                if (GUI.Button(new Rect((Screen.width - (2 * width) + gridXShift), (Screen.height - (1 * height) + gridYShift), width, height), "v"))
                {
                    m_displacementVector = m_MovementScript.MoveDown(m_PlayerEntity.transform.position); //uncomment this and comment above when Brents Movement class is ready
                    m_playerCharacterScript.Face(GSP.Char.Character.FacingDirection.SOUTH);              // Face the character to the south which is down.
                    MovePlayer();
                    Highlight.ClearHightlight();                                                         // Clear the highlight objects.
                    Highlight.GenerateHighlight(m_PlayerEntity.transform.position, m_currTravelDist);    // Recreate the highlights with the new values.
                    audioSrc.audio.PlayOneShot(GSP.AudioReference.sfxWalking);                           //Play walking sound
                }
            }                                                                                            //end if( m_currDistTravel > 0 )
            else
            {
                if (GUI.Button(new Rect((Screen.width - (2 * width) + gridXShift), (Screen.height - (2 * height) + gridYShift), width, height), "X"))
                {
                    m_playerCharacterScript.Face(GSP.Char.Character.FacingDirection.SOUTH);                       // Face the character to the south which is to the left. This is the default facing.
                    //TODO: CANCEL MOVE, MOVE BACK TO ORIG POSITION
                    CancelMove();
                    Highlight.ClearHightlight();                                         // Clear the highlight objects.
                    Highlight.GenerateHighlight(m_origPlayerPosition, m_currTravelDist); // Recreate the highlights with the new values.
                }
                //display travel distance is 0
                GUI.Box(new Rect((Screen.width - (3 * width) + gridXShift), (Screen.height - (3 * height) + gridYShift), 3 * width, height), "Out of Distance.");
            }
        }               //private void GUIMovementPads()