Пример #1
0
        public static void Main(string[] args)
        {
            var board            = new Board <ulong>(4, 4, () => 0);
            var elementGenerator = new RandomCellGenerator <ulong>(element => element == 0);

            elementGenerator.AddToPool(2, 95);
            elementGenerator.AddToPool(4, 5);
            var app = new BoardBehavior <ulong>(board, elementGenerator, new BaseCellBehavior());

            app.AddNew();
            app.AddUpdatedListener(elements =>
            {
                app.AddNew();
                Render(board);
            });
            Render(board);
            while (true)
            {
                var direction = Input();
                if (direction == null)
                {
                    continue;
                }

                var isAlongRow   = direction == Direction.Left || direction == Direction.Right;
                var isIncreasing = direction == Direction.Left || direction == Direction.Up;
                app.Update(isAlongRow, isIncreasing);
            }
        }
Пример #2
0
 void Start()
 {
     this.position   = -1;
     this.rotation   = -1;
     this.pieceClass = -1;
     this.killed     = false;
     this.board      = GameObject.Find("Board").GetComponent <BoardBehavior>();
 }
Пример #3
0
    public void Collect()
    {
        GameObject.Find("Tile_" + this.posX + "_" + this.posY).GetComponent <TileBehavior>().Harvest();
        BoardBehavior boardBehavior = GameObject.FindObjectOfType <BoardBehavior>();

        boardBehavior.IncrementRessource(this.type);
        Destroy(gameObject);
    }
Пример #4
0
    public void BKclick()
    {
        Debug.Log("BK Clicked");
        GameObject    BK    = GameObject.Find("Black_King");
        BoardBehavior board = GameObject.Find("Board").GetComponent <BoardBehavior>();

        board.circleVis(BK.GetComponent <BlackKingInfo>().position);
    }
Пример #5
0
    public void CreatePrefab()
    {
        var go = GameObject.Instantiate(Resources.Load("Board") as GameObject);

        behavior = go.GetComponent <BoardBehavior>();
        behavior.Init(this);


        LocalPlayerDraw(5);
    }
Пример #6
0
 public Board(BoardData data, BoardBehavior behavior, BoardNodeFactory nodeFactory)
 {
     BoardSize        = data.BoardSize;
     this.nodeFactory = nodeFactory;
     Behavior         = behavior;
     foreach (var nodeData in data.Nodes)
     {
         makeNode(nodeData);
     }
 }
Пример #7
0
    void Start()
    {
        hud = GameObject.Find("HUD");
        // board = GameObject.Find("Board");
        Shader shader = GetComponent <Renderer>().material.shader;

        board         = GameObject.Find("Board");
        boardBehavior = board.GetComponent <BoardBehavior>();

        progressBar = this.transform.Find("ProgressBarCanvas");
        this.progressBar.gameObject.SetActive(false);
        progressBarContent = this.transform.Find("ProgressBarCanvas/progress");
    }
Пример #8
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetMouseButtonDown(0))
        {
            BoxCollider temp        = gameObject.GetComponent <BoxCollider>();
            float       half_size_x = transform.localScale.x * (temp.size.x * 0.5f);
            float       half_size_y = transform.localScale.y * (temp.size.y * 0.5f);
            Debug.Log(Input.mousePosition);
            if ((float)Input.mousePosition.x >= transform.position.x - half_size_x &&
                (float)Input.mousePosition.x <= transform.position.x + half_size_x &&
                (float)Input.mousePosition.y >= transform.position.y - half_size_y &&
                (float)Input.mousePosition.y <= transform.position.y + half_size_y)
            {
                BoardBehavior board = GameObject.Find("Board").GetComponent <BoardBehavior>();
                if (board.nowClicked != 18)
                {
                    Debug.Log("WN2 Clicked");

                    if (board.nowClicked != -1)
                    {
                        // GameObject piece = GameObject.Find(board.ClasstoStr(board.nowClicked));
                        board.circleInvis(board.ClasstoPos(board.nowClicked));
                        Debug.Log("WN2 asdf");
                    }
                    // board.circleVis(this.position);
                    board.circleVis(board.ClasstoPos(18));
                    board.nowClicked = 18; //White King : 11
                    GameObject clockwise_btn = GameObject.Find("Clockwise");
                    clockwise_btn.GetComponent <SpriteRenderer>().enabled = true;
                    GameObject counterclockwise_btn = GameObject.Find("CounterClockwise");
                    counterclockwise_btn.GetComponent <SpriteRenderer>().enabled = true;
                }

                else
                {
                    Debug.Log("WN2 Unclick");
                    // board.circleInvis(this.position);
                    board.circleInvis(board.ClasstoPos(18));
                    board.nowClicked = -1; //White King : 11
                    GameObject clockwise_btn = GameObject.Find("Clockwise");
                    clockwise_btn.GetComponent <SpriteRenderer>().enabled = false;
                    GameObject counterclockwise_btn = GameObject.Find("CounterClockwise");
                    counterclockwise_btn.GetComponent <SpriteRenderer>().enabled = false;
                }
            }
            temp = null;
        }
    }
Пример #9
0
    void Start()
    {
        alignLeft = true;

        boardBehavior = board.GetComponent <BoardBehavior>();

        resTimeText  = resTime.GetComponent <Text>();
        resDirtText  = resDirt.GetComponent <Text>();
        resClayText  = resClay.GetComponent <Text>();
        resStickText = resStick.GetComponent <Text>();
        resBrickText = resBrick.GetComponent <Text>();
        resStoneText = resStone.GetComponent <Text>();
        resLeafText  = resLeaf.GetComponent <Text>();
        resFruitText = resFruit.GetComponent <Text>();
        resFoodText  = resFood.GetComponent <Text>();
    }
Пример #10
0
 public HouseBuilding()
 {
     board         = GameObject.Find("Board");
     boardBehavior = board.GetComponent <BoardBehavior>();
 }
Пример #11
0
    // Use this for initialization
    void Start()
    {
        m_HumanType = HUMAN_TYPE.HUMAN_TYPE_NORMAL;
        //		Piece.m_StrongValue=2;  //
        CoreGame = GameObject.Find("coreGame");
        BoardClass =    CoreGame.GetComponent("BoardBehavior") as  BoardBehavior;

        /// Init the TextUI
        GameObject go  = new GameObject("Text_"+ this.name);
        UI_StatusText = (GUIText)go.AddComponent( typeof(GUIText) );
        UI_StatusText.transform.parent = transform;

        Font BroadwayFont = (Font)Resources.Load("Fonts/Arial");
        UI_StatusText.font = BroadwayFont;
        UI_StatusText.text = "Init";
        UI_StatusText.fontSize=16;
        // GText.material.color = Color.Green;
        UI_StatusText.transform.position=new Vector3(0,0,0);
        TextCoords = new Vector3(0,0,0);

        /// Status control init
        m_HumanPiece_Behaviour =m_HumanPiece_Behaviour_Prev =  HUMAN_BEHAVIOUR.HUMAN_BEHAVIOUR_IDLE;
        m_HumanStatus = HUMAN_STATUS.HUMAN_STATUS_INIT;
        m_nCurrentFrame = 0 ;

        m_bDistroy = false;

        UI_StatusText.enabled = ( CoreGame.GetComponent("MainGameWorld") as MainGameWorld).bDebugShowMsg_Creature;
    }
Пример #12
0
    // Use this for initialization
    protected void Start()
    {
        CoreBoard = (BoardBehavior) GetComponent("BoardBehavior");

        progressBar_Base = UIProgressBar.create(buttonToolkit, "UI_Base.png", 0, 0,true,2  );
        //progressBar_Science.positionFromBottomLeft( .15f, .02f );
        progressBar_Base.positionFromTopLeft( 20f/Screen.height, 960f/Screen.width );
        progressBar_Base.resizeTextureOnChange = true;
        progressBar_Base.value = 1f;

        //		debugString = "";
        // Progress/Health bar
        progressBar_Culture = UIProgressBar.create( buttonToolkit,"UI_Ball.png", 0, 0,false,1 );
        //progressBar_Culture = UIProgressBar.create( "UI_Ball.png", 0, 0 );
        //progressBar.positionFromLeft
        //progressBar_Culture.positionFromTopRight( .17f, .40f );
        progressBar_Culture.positionFromTopLeft(  30f/Screen.height,   685f/Screen.width);

        progressBar_Culture.resizeTextureOnChange = true;
        progressBar_Culture.value = 0.0f;

        progressBar_Healtth = UIProgressBar.create(buttonToolkit, "UI_Ball.png", 0, 0 ,true,1 );
        progressBar_Healtth.positionFromTopLeft(30f/Screen.height, 830f/Screen.width);
        progressBar_Healtth.resizeTextureOnChange = true;
        progressBar_Healtth.value = 1.0f;

        progressBar_Science = UIProgressBar.create(buttonToolkit, "UI_Ball.png", 0, 0,true,1  );
        //progressBar_Science.positionFromBottomLeft( .15f, .02f );
        progressBar_Science.positionFromTopLeft(30f/Screen.height, 916f/Screen.width );
        progressBar_Science.resizeTextureOnChange = true;
        progressBar_Science.value = 1.0f;

        //StartCoroutine( animateProgressBar( progressBar_Culture ) );

        UIText_Era = new UIText( textToolkit, "prototype", "prototype.png" );
        TextUI_ERA = UIText_Era.addTextInstance( m_ERA_NAMEDic[  m_currentERA ], 0, 0 );
        //helloText.positionFromTopLeft( 0.1f, 0.05f );
        TextUI_ERA.positionFromTopLeft( 0.1f, 0.05f );
    }