Пример #1
0
 public static GlobalPos GetNeighborMapCoords(GlobalPos pos, HexDirection direction)
 {
     switch (direction)
     {
         case HexDirection.TOP_LEFT:
             return new GlobalPos(pos.X - 1, pos.Y + (pos.X & 1));
         case HexDirection.TOP:
             return new GlobalPos(pos.X, pos.Y + 1);
         case HexDirection.TOP_RIGHT:
             return new GlobalPos(pos.X + 1, pos.Y + (pos.X & 1));
         case HexDirection.BOTTOM_RIGHT:
             return new GlobalPos(pos.X + 1, pos.Y - (pos.X & 1 ^ 1));
         case HexDirection.BOTTOM:
             return new GlobalPos(pos.X, pos.Y - 1);
         case HexDirection.BOTTOM_LEFT:
             return new GlobalPos(pos.X - 1, pos.Y - (pos.X & 1 ^ 1));
     }
     throw new System.ArgumentException("Invalid direction", "direction");
 }
Пример #2
0
 public static GlobalPos GetNeighborMapCoords(GlobalPos pos, TurnedHexDirection direction)
 {
     switch (direction)
     {
         case TurnedHexDirection.LEFT_TOP:
             return new GlobalPos(pos.X - (pos.Y & 1 ^ 1), pos.Y + 1);
         case TurnedHexDirection.RIGHT_TOP:
             return new GlobalPos(pos.X + (pos.Y & 1), pos.Y + 1);
         case TurnedHexDirection.RIGHT:
             return new GlobalPos(pos.X + 1, pos.Y);
         case TurnedHexDirection.RIGHT_BOTTOM:
             return new GlobalPos(pos.X + (pos.Y & 1), pos.Y - 1);
         case TurnedHexDirection.LEFT_BOTTOM:
             return new GlobalPos(pos.X - (pos.Y & 1 ^ 1), pos.Y - 1);
         case TurnedHexDirection.LEFT:
             return new GlobalPos(pos.X - 1, pos.Y);
     }
     throw new System.ArgumentException("Invalid turned direction", "direction");
 }
Пример #3
0
 public static ushort Distance(GlobalPos coords1, GlobalPos coords2, bool turnedHexes)
 {
     int q1, r1, s1, q2, r2, s2;
     if (turnedHexes)
     {
         q1 = coords1.X - (coords1.Y + (coords1.Y & 1 ^ 1) >> 1);
         r1 = coords1.Y;
         s1 = -q1 - r1;
         q2 = coords2.X - (coords2.Y + (coords2.Y & 1 ^ 1) >> 1);
         r2 = coords2.Y;
         s2 = -q2 - r2;
     }
     else
     {
         q1 = coords1.X;
         r1 = coords1.Y - (coords1.X + (coords1.X & 1 ^ 1) >> 1);
         s1 = -q1 - r1;
         q2 = coords2.X;
         r2 = coords2.Y - (coords2.X + (coords2.X & 1 ^ 1) >> 1);
         s2 = -q2 - r2;
     }
     return (ushort)(UnityEngine.Mathf.Abs(q1 - q2) + UnityEngine.Mathf.Abs(r1 - r2) + UnityEngine.Mathf.Abs(s1 - s2) >> 1);
 }
Пример #4
0
 //C#6.0 EBD
 public bool Contains(GlobalPos coords)
 {
     return coords.Y >= 0 && coords.Y < Height && coords.X >= 0 && coords.X < Width;
 }
Пример #5
0
 public static void OnPlayerMoveOnGlobal(GlobalPos pos)//C#6.0 EBD
 {
     PlayerMovedOnGlobal(pos);
 }
Пример #6
0
 /// <summary>
 /// Определяет, прилегают ли к друг другу данные координаты.
 /// </summary>
 /// <returns><c>true</c> если прилегают, иначе <c>false</c>.</returns>
 /// <param name="mapCoords1">1 координаты.</param>
 /// <param name="mapCoords2">2 координаты.</param>
 public static bool IsMapCoordsAdjacent(GlobalPos coords1, GlobalPos coords2, bool turnedHexes)
 {
     if (turnedHexes)
         for (byte i = 0; i < 6; ++i)
         {
             if (GetNeighborMapCoords(coords1, (TurnedHexDirection)i) == coords2)
                 return true;
         }
     else
         for (byte i = 0; i < 6; ++i)
         {
             if (GetNeighborMapCoords(coords1, (HexDirection)i) == coords2)
                 return true;
         }
     return false;
 }
Пример #7
0
 //C#6.0 EBD
 public TerrainType GetHexTerrain(GlobalPos pos)
 {
     return (CurrentMap as Chunk).TerrainMatrix[pos.Y - ChunkY * ChunkSize, pos.X - ChunkX * ChunkSize];
 }
Пример #8
0
    /// <summary>
    /// Переход на локальную карту.
    /// </summary>
    void GotoLocalMap()
    {
        GlobalMapPos = Player.GlobalPos;
        LocalPos pos = new LocalPos((ushort)(GlobalMapPos.X - ChunkX * ChunkSize), (ushort)(GlobalMapPos.Y - ChunkY * ChunkSize)); //TODO new?
        if (LocalMaps[pos.Y, pos.X] == null)
            LocalMaps[pos.Y, pos.X] = CreateLocalMap(CashedChunks[1, 1].HeightMatrix[pos.Y, pos.X], CashedChunks[1, 1].ForestMatrix[pos.Y, pos.X], (CashedChunks[1, 1].TerrainMatrix[pos.Y, pos.X] & TerrainType.RIVER) != TerrainType.NONE);
        CurrentMap = LocalMaps[pos.Y, pos.X];
        (CurrentMap as LocalMap).Activate();

        //TEMP
        Player.GlobalPos.X = (LocalMapSize.X >> 1);
        Player.GlobalPos.Y = (LocalMapSize.Y >> 1);
        //
        EventManager.OnEntitySpawn(Player);

        Visualizer.RenderWholeMap(CurrentMap as LocalMap);
    }
Пример #9
0
    /// <summary>
    /// Необходимо вызывать, когда игрок переходит на другой хекс.
    /// </summary>
    void OnPlayerGotoGlobalHex(GlobalPos pos)
    {
        int chunkX = Mathf.FloorToInt((float)pos.X / ChunkSize), chunkY = Mathf.FloorToInt((float)pos.Y / ChunkSize);

        if (chunkX != ChunkX || chunkY != ChunkY)
        {
            Debug.Log("Cashing chunks.");

            sbyte dx = (sbyte)(ChunkX - chunkX), dy = (sbyte)(ChunkY - chunkY);
            if (dx != 0)
                for (sbyte y = -1; y < 2; ++y)
                    SaveChunk(ChunkY + y, ChunkX + dx, CashedChunks[y + 1, dx + 1]);
            if (dy != 0)
                for (sbyte x = -1; x < 2; ++x)
                    SaveChunk(ChunkY + dy, ChunkX + x, CashedChunks[dy + 1, x + 1]);
            SaveCurrentChunkLocalMaps();

            Chunk[,] bufCashe = new Chunk[3, 3];
            for (sbyte y = -1; y < 2; ++y)
                for (sbyte x = -1; x < 2; ++x)
                    bufCashe[y + 1, x + 1] = GetChunk(chunkY + y, chunkX + x);
            if (!TryLoadFiledChunkLocalMaps(chunkY, chunkX))
                for (ushort y = 0; y < ChunkSize; ++y)
                    for (ushort x = 0; x < ChunkSize; ++x)
                        LocalMaps[y, x] = null;

            CashedChunks = bufCashe;

            ChunkY = chunkY;
            ChunkX = chunkX;

            CurrentMap = CashedChunks[1, 1];
        }

        Visualizer.RenderVisibleHexes(pos, Player.ViewRange, CashedChunks, ChunkY, ChunkX);
        Visualizer.DestroyAllBlues();//TODO Временно
        for (byte i = 0; i < 6; ++i)
            Visualizer.HighlightHex(HexNavigHelper.GetNeighborMapCoords(pos, (HexDirection)i));
    }
Пример #10
0
 public void MoveTo(GlobalPos pos, float moveAnimTime)
 {
     MakingTurn = true;
     MoveTime = moveAnimTime;
     GlobalPos = pos;
     //EventManager.OnPlayerMove(mapCoords); //TODO Временно //Временно закоммент. см. HexInteraction 21
 }
Пример #11
0
 //C#6.0 EBD
 public static Vector2 GetTransformPosFromMapPos(GlobalPos pos)
 {
     return new Vector2(pos.X * GlobalHexSpriteSize.x * 0.75f, pos.Y * GlobalHexSpriteSize.y + (pos.X & 1) * GlobalHexSpriteSize.y * 0.5f);
 }
Пример #12
0
    /// <summary>
    /// Рекурсивно заносит в очередь на отображение хексы.
    /// </summary>
    /// <param name="mapPosition">Координаты в матрице.</param>
    /// <param name="distance">Оставшееся расстояние для распространения.</param>
    void SpreadRender(GlobalPos pos, byte distance)
    {
        Chunk map;
        ushort chunkSize = CashedChunks[1, 1].Width;

        float chunkX = (float)pos.X / chunkSize, chunkY = (float)pos.Y / chunkSize;

        chunkX = Mathf.Floor(chunkX);
        chunkY = Mathf.Floor(chunkY);

        map = CashedChunks[(int)(chunkY - ChunkY + 1), (int)(chunkX - ChunkX + 1)];

        LocalPos inchunkPos;
        inchunkPos.X = (ushort)(pos.X - chunkSize * chunkX);
        inchunkPos.Y = (ushort)(pos.Y - chunkSize * chunkY);

        short index = (short)RenderedHexes.FindIndex(x => x.Pos == pos);
        if (index == -1)
        {
            ListType hex = new ListType { Hex = new GameObject("hex"), InSign = true };
            hex.Hex.transform.position = GetTransformPosFromMapPos(pos);
            hex.Hex.transform.parent = transform;
            hex.Pos = pos;
            hex.Hex.AddComponent<SpriteRenderer>();
            hex.Hex.AddComponent<Fader>();

            MakeHexGraphics(hex, inchunkPos, map);
            RenderedHexes.Add(hex);
        }
        else
        {
            if (RenderedHexes[index].InSign)
                return;
            else
                RenderedHexes[index].InSign = true;
        }

        if (distance != 0)
        {
            SignQueue.Enqueue(new QueueType { Pos = HexNavigHelper.GetNeighborMapCoords(pos, HexDirection.TOP_LEFT), Distance = (byte)(distance - 1) });
            SignQueue.Enqueue(new QueueType { Pos = HexNavigHelper.GetNeighborMapCoords(pos, HexDirection.TOP), Distance = (byte)(distance - 1) });
            SignQueue.Enqueue(new QueueType { Pos = HexNavigHelper.GetNeighborMapCoords(pos, HexDirection.TOP_RIGHT), Distance = (byte)(distance - 1) });
            SignQueue.Enqueue(new QueueType { Pos = HexNavigHelper.GetNeighborMapCoords(pos, HexDirection.BOTTOM_RIGHT), Distance = (byte)(distance - 1) });
            SignQueue.Enqueue(new QueueType { Pos = HexNavigHelper.GetNeighborMapCoords(pos, HexDirection.BOTTOM), Distance = (byte)(distance - 1) });
            SignQueue.Enqueue(new QueueType { Pos = HexNavigHelper.GetNeighborMapCoords(pos, HexDirection.BOTTOM_LEFT), Distance = (byte)(distance - 1) });
        }
    }
Пример #13
0
    /// <summary>
    /// Отображает только хексы в поле зрения игрока.
    /// </summary>
    /// <param name="mapPosition">Координаты в матрице.</param>
    /// <param name="distance">Дальность обзора.</param>
    /// <param name="currentMap">Активная карта.</param>
    public void RenderVisibleHexes(GlobalPos pos, byte distance, Chunk[,] cashedChunks, int chunkY, int chunkX)
    {
        CashedChunks = cashedChunks;
        ChunkX = chunkX;
        ChunkY = chunkY;

        RenderedHexes.ForEach(hex => hex.InSign = false);

        SignQueue.Enqueue(new QueueType { Pos = pos, Distance = distance });
        while (SignQueue.Count != 0)
        {
            QueueType buf = SignQueue.Dequeue();
            SpreadRender(buf.Pos, buf.Distance);
        }

        for (ushort i = 0; i < RenderedHexes.Count; ++i)
            if (!RenderedHexes[i].InSign)
            {
                for (ushort j = 0; j < RenderedHexes[i].Hex.transform.childCount; ++j)
                    RenderedHexes[i].Hex.transform.GetChild(j).gameObject.GetComponent<Fader>().FadeAndDestroyObject(FadeTime);
                RenderedHexes[i].Hex.GetComponent<Fader>().FadeAndDestroyObject(FadeTime);
                RenderedHexes.RemoveAt(i);
                if (i != 0)
                    i--;
            }
    }
Пример #14
0
 /// <summary>
 /// Накладывает на хекс спрайт.
 /// </summary>
 /// <param name="mapCoords">Координаты хекса.</param>
 /// <param name="highlightHexSprite">Спрайт.</param>
 public void HighlightHex(GlobalPos pos)
 {
     BluesType hex = new BluesType { Hex = Instantiate(InteractableHex, GetTransformPosFromMapPos(pos), Quaternion.identity) as GameObject, InSign = true };
     hex.Hex.GetComponent<HexInteraction>().Pos = pos;
     RenderedBlues.Add(hex);
 }