Пример #1
0
    // Update is called once per frame
    void Update()
    {
        if (player == null & Utilities.IsLevelLoaded() && !Utilities.IsGameOver())
        {
            player = PlayerManager.GetControllablePlayer();
            if (player != null)
            {
                networkedPlayer = player.GetComponent <NetworkedPlayer>();
                playerScore     = player.GetComponent <PlayerScore>();
            }

            fleetShips       = PlayerManager.GetOwnedFleetAI();
            fleetShipToSpawn = GetFleetShipToSpawn();
        }

        if (networkedPlayer != null)
        {
            if (networkedPlayer.IslandWithinRange != null)
            {
                nearbyIsland              = networkedPlayer.IslandWithinRange.GetComponent <IslandDiscoveryTrigger>();
                fleetButton.interactable  = true;
                patrolButton.interactable = true;
                //TODO: Enable cannonButton once cannon upgrades have been implemented.
                //cannonButton.interactable = true;
            }
            else
            {
                nearbyIsland              = null;
                fleetButton.interactable  = false;
                patrolButton.interactable = false;
                cannonButton.interactable = false;
            }
        }


        if (fleetButton.IsInteractable() && Input.GetAxis("BuyFleetShip") == 1 && fleetButtonTimer >= buttonPressCooldown)
        {
            FleetButtonPress();
            fleetButtonTimer = 0.0f;
        }

        if (patrolButton.IsInteractable() && Input.GetAxis("BuyPatrolShip") == 1 && patrolButtonTimer >= buttonPressCooldown)
        {
            PatrolButtonPress();
            patrolButtonTimer = 0.0f;
        }

        //TODO: Add cannon upgrade button.
        if (fleetButtonTimer < buttonPressCooldown)
        {
            fleetButtonTimer += Time.deltaTime;
        }
        if (patrolButtonTimer < buttonPressCooldown)
        {
            patrolButtonTimer += Time.deltaTime;
        }
    }
Пример #2
0
    /// <summary>
    /// Compiles a score board from all game players
    /// </summary>
    void Update()
    {
        Dictionary <int, int> islandsOwned = IslandDiscoveryTrigger.GetIslandsOwned();
        List <GameObject>     players      = PlayerManager.GetAllPlayersByScore();
        int maxShown = Mathf.Min(players.Count, m_scoreBack.Count);
        int i        = 0;

        for (; i < maxShown; ++i)
        {
            var obj = players[i];
            if (obj != null)
            {
                m_scoreBack[i].gameObject.SetActive(true);
                m_scoreFront[i].color = Utilities.GetPlayerColor(obj);

                int    ID   = Utilities.GetPlayerID(obj);
                string text = Utilities.GetPlayerScore(obj).ToString() +
                              ": " + Utilities.GetPlayerName(obj) + " [";

                if (islandsOwned.ContainsKey(ID))
                {
                    text += islandsOwned[ID].ToString();
                }
                else
                {
                    text += "0";
                }

                text += "]";

                m_scoreBack[i].text  = text;
                m_scoreFront[i].text = text;
            }
        }

        for (; i < m_scoreBack.Count; ++i)
        {
            m_scoreBack[i].gameObject.SetActive(false);
        }
    }
Пример #3
0
    // Update is called once per frame
    void Update()
    {
        if (player == null & Utilities.IsLevelLoaded() && !Utilities.IsGameOver())
        {
            player = PlayerManager.GetControllablePlayer();
            if(player != null)
            {
                networkedPlayer = player.GetComponent<NetworkedPlayer>();
                playerScore = player.GetComponent<PlayerScore>();
            }

            fleetShips = PlayerManager.GetOwnedFleetAI();
            fleetShipToSpawn = GetFleetShipToSpawn();
        }

        if (networkedPlayer != null)
        {
            if (networkedPlayer.IslandWithinRange != null)
            {
                nearbyIsland = networkedPlayer.IslandWithinRange.GetComponent<IslandDiscoveryTrigger>();
                fleetButton.interactable = true;
                patrolButton.interactable = true;
                //TODO: Enable cannonButton once cannon upgrades have been implemented.
                //cannonButton.interactable = true;
            }
            else
            {
                nearbyIsland = null;
                fleetButton.interactable = false;
                patrolButton.interactable = false;
                cannonButton.interactable = false;
            }
        }

        if (fleetButton.IsInteractable() && Input.GetAxis("BuyFleetShip") == 1 && fleetButtonTimer >=buttonPressCooldown)
        {
            FleetButtonPress();
            fleetButtonTimer = 0.0f;
        }

        if (patrolButton.IsInteractable() && Input.GetAxis("BuyPatrolShip") == 1 && patrolButtonTimer >= buttonPressCooldown)
        {
            PatrolButtonPress();
            patrolButtonTimer = 0.0f;
        }

        //TODO: Add cannon upgrade button.
        if (fleetButtonTimer < buttonPressCooldown)
        {
            fleetButtonTimer += Time.deltaTime;
        }
        if (patrolButtonTimer < buttonPressCooldown)
        {
            patrolButtonTimer += Time.deltaTime;
        }
    }
 /// <summary>
 /// Setst the associated trigger
 /// </summary>
 public void SetTrigger(IslandDiscoveryTrigger trigger)
 {
     m_trigger = trigger;
 }
 /// <summary>
 /// Setst the associated trigger
 /// </summary>
 public void SetTrigger(IslandDiscoveryTrigger trigger)
 {
     m_trigger = trigger;
 }