Пример #1
0
    public static Action_Line Get_Existing_Line(byte key, Infos_Carte.Com_Position_Robot_Identification Robot_ID)
    {
        Dictionary <byte, Action_Line> Dictionnaire = new Dictionary <byte, Action_Line>();

        switch (Robot_ID)
        {
        case Infos_Carte.Com_Position_Robot_Identification.Gros_Robot:
            Dictionnaire = Dictionnaire_Action_Gros_Robot;
            break;

        case Infos_Carte.Com_Position_Robot_Identification.Petit_Robot:
            Dictionnaire = Dictionnaire_Action_Petit_Robot;
            break;
        }


        Action_Line updated_line;

        if (!Dictionnaire.TryGetValue(key, out updated_line))
        {
            // the key isn't in the dictionary.
            return(null); // or whatever you want to do
        }

        return(updated_line);
    }
Пример #2
0
    static private void Clear_Vectors(Infos_Carte.Com_Position_Robot_Identification Numero_Robot, bool fixes)
    {
        switch (Numero_Robot)
        {
        case Infos_Carte.Com_Position_Robot_Identification.Gros_Robot:
            if (fixes)
            {
                foreach (GameObject vect in Vector_Fixes_List_Gros_Robot)
                {
                    DestroyImmediate(vect);
                }
                Vector_Fixes_List_Gros_Robot.Clear();
            }
            else
            {
                foreach (GameObject vect in Vector_Mobiles_List_Gros_Robot)
                {
                    DestroyImmediate(vect);
                }
                Vector_Mobiles_List_Gros_Robot.Clear();
            }
            break;

        case Infos_Carte.Com_Position_Robot_Identification.Petit_Robot:
            if (fixes)
            {
                foreach (GameObject vect in Vector_Fixes_List_Petit_Robot)
                {
                    DestroyImmediate(vect);
                }
                Vector_Fixes_List_Petit_Robot.Clear();
            }
            else
            {
                foreach (GameObject vect in Vector_Mobiles_List_Petit_Robot)
                {
                    DestroyImmediate(vect);
                }
                Vector_Mobiles_List_Petit_Robot.Clear();
            }
            break;
        }
    }
Пример #3
0
    public static void Update_Action(Action_Strategie.Action_Datas data, Infos_Carte.Com_Position_Robot_Identification Robot_ID)
    {
        Dictionary <byte, Action_Line> Dictionnaire = new Dictionary <byte, Action_Line>();

        switch (Robot_ID)
        {
        case Infos_Carte.Com_Position_Robot_Identification.Gros_Robot:
            Dictionnaire = Dictionnaire_Action_Gros_Robot;
            break;

        case Infos_Carte.Com_Position_Robot_Identification.Petit_Robot:
            Dictionnaire = Dictionnaire_Action_Petit_Robot;
            break;
        }

        Action_Line updated_line;

        if (!Dictionnaire.TryGetValue(data.ID, out updated_line))
        {
            // the key isn't in the dictionary.
            return; // or whatever you want to do
        }

        //Cette action existe dans le dictionnaire

        //Mise à jour
        updated_line.Update_Action(data);

        //Activation
        GameObject updated_line_Object;

        if (!Dictionnaire_Action_2_Robots.TryGetValue(data.ID, out updated_line_Object))
        {
            // the key isn't in the dictionary.
            return; // or whatever you want to do
        }
        updated_line_Object.SetActive(true);
    }
Пример #4
0
    static private void Create_New_Vector(ASTAR_VECTOR_COMMUNICATION.Astar_Vector_Color Color, Vector2 Start, Vector2 End, Infos_Carte.Com_Position_Robot_Identification Numero_Robot, bool fixes)
    {
        UnityEngine.Color color = new Color();
        List <GameObject> Vector_List;

        switch (Numero_Robot)
        {
        default:
        case Infos_Carte.Com_Position_Robot_Identification.Gros_Robot:
            if (fixes)
            {
                Vector_List = Vector_Fixes_List_Gros_Robot;
            }
            else
            {
                Vector_List = Vector_Mobiles_List_Gros_Robot;
            }
            break;

        case Infos_Carte.Com_Position_Robot_Identification.Petit_Robot:
            if (fixes)
            {
                Vector_List = Vector_Fixes_List_Petit_Robot;
            }
            else
            {
                Vector_List = Vector_Mobiles_List_Petit_Robot;
            }
            break;
        }

        switch (Color)
        {
        default:
            color = UnityEngine.Color.black;
            break;

        case ASTAR_VECTOR_COMMUNICATION.Astar_Vector_Color.Black:
            color = UnityEngine.Color.black;
            break;

        case ASTAR_VECTOR_COMMUNICATION.Astar_Vector_Color.Blue:
            color = UnityEngine.Color.blue;
            break;

        case ASTAR_VECTOR_COMMUNICATION.Astar_Vector_Color.Green:
            color = UnityEngine.Color.green;
            break;

        case ASTAR_VECTOR_COMMUNICATION.Astar_Vector_Color.Red:
            color = UnityEngine.Color.red;
            break;

        case ASTAR_VECTOR_COMMUNICATION.Astar_Vector_Color.White:
            color = UnityEngine.Color.white;
            break;
        }


        Vector_List.Add(Instantiate(static_Astar_Vector_Prefab, this_go.transform));
        Vector_List[Vector_List.Count - 1].GetComponent <LineRenderer>().positionCount = 2;

        Vector3 start = new Vector3();

        start.x = Start.y / 1000;
        start.y = -Start.x / 1000;
        start.z = -0.05f;
        Vector_List[Vector_List.Count - 1].GetComponent <LineRenderer>().SetPosition(0, start);
        Vector_List[Vector_List.Count - 1].GetComponent <LineRenderer>().startColor = color;

        Vector3 end = new Vector3();

        end.x = End.y / 1000;
        end.y = -End.x / 1000;
        end.z = -0.05f;
        Vector_List[Vector_List.Count - 1].GetComponent <LineRenderer>().SetPosition(1, end);
        Vector_List[Vector_List.Count - 1].GetComponent <LineRenderer>().endColor = color;
    }