Пример #1
0
    // When we select a player, set the values to be his values, tag, role, etcetera
    public void FSetDropdownValues()
    {
        if (!ErrorFree())
        {
            return;
        }

        PE_Role role = cSelector.rGuys[cSelector.mActivePlayer].GetComponent <PE_Role>();

        DP_Tag.captionText.text  = role.mTag;
        DP_Role.captionText.text = role.mRole;
        OnRoleChanged();
        DP_Detail.captionText.text = role.mDetails;
    }
Пример #2
0
    public void FDisplayPlayerDetails()
    {
        // Get a reference to the selector, find out if anyone is selected, if not, set these all to UN
        // if so, set them to what the player is.
        DPC_Selector selector = FindObjectOfType <DPC_Selector>();

        if (selector.mActivePlayer == -1)
        {
            rTag.text    = "UN";
            rRole.text   = "UN";
            rDetail.text = "UN";
        }
        else
        {
            PE_Role role = selector.rGuys[selector.mActivePlayer].GetComponent <PE_Role>();
            rTag.text    = role.mTag;
            rRole.text   = role.mRole;
            rDetail.text = role.mDetails;
        }
    }
Пример #3
0
    private void RepositionStart(Vector2 vMovement)
    {
        if (cSelector.mActivePlayer == -1)
        {
            Debug.Log("There is no active player");
            return;
        }

        Debug.Log("Shift active player by: " + vMovement);
        PE_Role role = cSelector.rGuys[cSelector.mActivePlayer].GetComponent <PE_Role>();

        role.mStartPos  += vMovement;
        role.mStartPos.x = (float)System.Math.Round((double)role.mStartPos.x, 0);
        role.mStartPos.y = (float)System.Math.Round((double)role.mStartPos.y, 0);

        cSelector.rGuys[cSelector.mActivePlayer].transform.position += (Vector3)vMovement / 10f;        // hacked conversion.
        // Again, unfortunately we have to convert from internal position to field position.

        UpdatePositionText();
        // cJobsDisplayer.FDisplayJobs();
    }
Пример #4
0
    // We also have to destroy the roles currently in the scene.
    public void FLoadPlay(DATA_Play play)
    {
        PE_Role[] roles = FindObjectsOfType <PE_Role>();
        for (int i = 0; i < roles.Length; i++)
        {
            Destroy(roles[i].gameObject);
        }

        Debug.Log("Play: " + play.mName);
        for (int i = 0; i < play.mPlayerRoles.Length; i++)
        {
            PE_Role role = Instantiate(PF_PlayerRole, transform.position, transform.rotation);
            role.mTag        = play.mPlayerRoles[i].mTag;
            role.mRole       = play.mPlayerRoles[i].mRole; // just a string now.
            role.mDetails    = play.mPlayerRoles[i].mDetail;
            role.mStartPos.x = play.mPlayerRoles[i].mStart.x;
            role.mStartPos.y = play.mPlayerRoles[i].mStart.y;

            // Here I'm making sure that the players always start on whole numbers, even if the play is not saved that way.
            role.mStartPos.x = (float)System.Math.Round((double)role.mStartPos.x, 0);
            role.mStartPos.y = (float)System.Math.Round((double)role.mStartPos.y, 0);

            // okay, now actually make it spawn in the right spot.
            // update. I guess we need to work in pixels.
            float   fMetersToPixels = 50f / rField.GetComponent <RectTransform>().rect.width;
            Vector3 vPos            = new Vector3();
            vPos.x = rField.transform.position.x + role.mStartPos.x * fMetersToPixels;
            vPos.y = rField.transform.position.y + role.mStartPos.y * fMetersToPixels;
            // set the y to the 10 yard line, normalized. That is where I decided the play starts from.
            vPos.y -= 15f * fMetersToPixels;
            role.transform.position = vPos;
        }

        // Since the old ones are garbage now.
        cSelector.FGetNewReferences();
    }