Пример #1
0
    //=====================================================

    private static void ClearCurrentAction()
    {
        _currentPlayerAction      = ePlayerAction.NULL;
        _currentInteractiveObject = null;

        if (GuiManager.Instance != null)
        {
            GuiManager.Instance.OnPlayerActionAvailable(_currentPlayerAction);
        }
    }
Пример #2
0
    //=====================================================
    // Store available playerAction and gameObject
    // - action checked and activated when player uses Action button (see OnPerformActionEvent) e.g. open door
    public static void OnActionOk(ePlayerAction playerAction, IPlayerInteraction interactiveObject = null, Transform spawnPoint = null)
    {
        if (playerAction != ePlayerAction.NULL)
        {
            _currentPlayerAction      = playerAction;
            _currentInteractiveObject = interactiveObject;
            _currentSpawnPoint        = spawnPoint;

            if (GuiManager.Instance != null)
            {
                GuiManager.Instance.OnPlayerActionAvailable(_currentPlayerAction);
            }
        }
        else
        {
            ClearCurrentAction();
        }
    }
Пример #3
0
    void Update()
    {
        float previous = verticalRaw;

        horizontal    = Input.GetAxis("Horizontal");
        horizontalRaw = Input.GetAxisRaw("Horizontal");
        verticalRaw   = Input.GetAxisRaw("Vertical");
        if (isGrounded)
        {
            dash = Input.GetButton("Dash");
        }

        if (!upKeyDown)
        {
            upKeyDown = previous <= 0 && verticalRaw > 0;
        }
        if (!downKeyDown)
        {
            downKeyDown = previous >= 0 && verticalRaw < 0;
        }

        interaction = Input.GetButtonDown("Interaction");
        if (Input.GetButtonDown("Jump"))
        {
            jump = true;
        }

        if (!GetItemRay() && lastDropItem != null)
        {
            lastDropItem.HighlightSwitch(false);
            lastDropItem = null;
        }

        if (lastDropItem != null && interaction)
        {
            lastDropItem.Apply();
            lastDropItem = null;
        }
    }
Пример #4
0
        public void TakeTurn(IPlayerInteraction playerInteraction)
        {
            int actionsLeft = 1;
            int buysLeft = 1;

            Draw();
            playerInteraction.DisplayHand(Hand);

            var endTurn = false;
            while (actionsLeft + buysLeft > 0 && !endTurn)
            {
                int actionChoice = playerInteraction.PromptPlayerForTurnChoice();

                switch (actionChoice)
                {
                    case 1: //Play a Card
                        ChoseAndPlayCard(playerInteraction);
                        actionsLeft--;
                        break;

                    case 2: //Buy a Card
                        BuyCard(playerInteraction);
                        buysLeft--;
                        break;
                    case 3:
                        endTurn = true;
                        break;

                }

            }

            playerInteraction.DisplayHand(Hand);
            playerInteraction.DisplayBattleField(Battlefield);
            Gems++;
        }
Пример #5
0
        private void BuyCard(IPlayerInteraction playerInteraction)
        {
            int buyChoice = playerInteraction.PromptPlayerForBuyChoice();

            switch (buyChoice)
            {
                case 1:
                    Hand.Add(new Card(CardType.Item, true));
                    Gems = Gems - 5;
                    break;
                case 2:
                    Hand.Add(new Card(CardType.Spell, true));
                    Gems = Gems - 5;
                    break;
                case 3:
                    Hand.Add(new Card(CardType.Action, true));
                    Gems = Gems - 5;
                    break;
            }
        }
Пример #6
0
        private void ChoseAndPlayCard(IPlayerInteraction playerInteraction)
        {
            Card chosenCard = playerInteraction.PromptPlayerForCardToPlay(Hand);

            PlaceCard(chosenCard);
        }
Пример #7
0
 // This will get sent from an IPlayerInteractable
 public void ReceivePlayerInteraction(IPlayerInteraction interaction)
 {
     _CurrentEquipable?.Unequip(this, interaction);
 }
Пример #8
0
    bool GetItemRay()
    {
        RaycastHit2D hit = Physics2D.Raycast(transform.position, Vector2.down, rayDistance, itemLayer);


        RaycastHit2D[] hits;

        hits = Physics2D.BoxCastAll(transform.position, new Vector2(Player.X, boxHeight), 0, Vector2.down, Player.Y / 2f, itemLayer);



        if (hits.Length > 0) //if no object was found there is no minimum

        {
            float min = hits[0].distance; //lets assume that the minimum is at the 0th place

            int minIndex = 0;             //store the index of the minimum because thats hoow we can find our object



            for (int i = 1; i < hits.Length; ++i)// iterate from the 1st element to the last.(Note that we ignore the 0th element)

            {
                if (hits[i].transform != gameObject.transform && hits[i].distance < min) //if we found smaller distance and its not the player we got a new minimum

                {
                    min = hits[i].distance; //refresh the minimum distance value

                    minIndex = i;           //refresh the distance
                }
            }

            IPlayerInteraction temp = hits[minIndex].collider.GetComponent <IPlayerInteraction>();

            if (lastDropItem != null)
            {
                lastDropItem.HighlightSwitch(false);
            }

            if (temp != null)
            {
                temp.HighlightSwitch(true);
            }

            lastDropItem = temp;
        }
        else
        {
            hit = Physics2D.Raycast(transform.position, Vector2.down, rayDistance, portalLayer);

            if (hit.collider != null)
            {
                IPlayerInteraction temp = hit.collider.GetComponent <IPlayerInteraction>();
                if (lastDropItem != null)
                {
                    lastDropItem.HighlightSwitch(false);
                }
                if (temp != null)
                {
                    temp.HighlightSwitch(true);
                }
                lastDropItem = temp;
            }
        }

        return(hit.collider != null || hits.Length > 0);
    }