/// <summary> Update the minimap to the direction the hero went. </summary> /// <param name="direction"> The direction the hero moved in. </param> public void UpdateMiniMap(Util.Enums.Direction direction) { if (this.grid == null) { return; } this.grid[(int)this.current.x, (int)this.current.y] = 2; if (direction == Util.Enums.Direction.Up) { this.current = new Vector2(this.current.x - 1, this.current.y); } if (direction == Util.Enums.Direction.Down) { this.current = new Vector2(this.current.x + 1, this.current.y); } if (direction == Util.Enums.Direction.Left) { this.current = new Vector2(this.current.x, this.current.y - 1); } if (direction == Util.Enums.Direction.Right) { this.current = new Vector2(this.current.x, this.current.y + 1); } this.grid[(int)this.current.x, (int)this.current.y] = 3; UpdateMapState(); }
private IEnumerator SwitchRooms(Door current) { this.overlay.FadeIn(); GameState.Instance.State = Util.Enums.GameState.Tranisioning; floorMap.transform.parent.gameObject.SetActive(false); Room next; Vector2 postion; Util.Enums.Direction directionMoved = Util.Enums.Direction.None; if (current.Parent.upperDoor == current) { next = current.Parent.Up; postion = new Vector2(0, -7); directionMoved = Util.Enums.Direction.Up; } else if (current.Parent.lowerDoor == current) { next = current.Parent.Down; postion = new Vector2(0, 7); directionMoved = Util.Enums.Direction.Down; } else if (current.Parent.leftDoor == current) { next = current.Parent.Left; postion = new Vector2(7, 0); directionMoved = Util.Enums.Direction.Left; } else { next = current.Parent.Right; postion = new Vector2(-7, 0); directionMoved = Util.Enums.Direction.Right; } if (this.miniMap != null) { this.miniMap.UpdateMiniMap(directionMoved); yield return(0); } RemoveMoney(); this.hero.gameObject.transform.position = postion; next.transform.localPosition = Vector3.zero; this.cameraTracker.ResetPosition(); current.Parent.Deactivate(); yield return(0); next.Activate(this.floorMap); this.overlay.FadeOut(); GameState.Instance.State = Util.Enums.GameState.Playing; yield break; }
public void changeSpot() { //anim.SetTrigger("MoveBegin"); mdec = (Util.Enums.Direction)Random.Range(0, 3); if (mdec == Util.Enums.Direction.Up) { //If we're randomly going up if (currentNode.panelAllowed(Util.Enums.Direction.Up, Type) || currentNode.Right.Occupied) { currentNode.clearOccupied();//Say we aren't here currentNode = currentNode.Up;//Say we're there currentNode.Owner = (this);//Tell the place we own it. } } else if (currentNode.panelAllowed(Util.Enums.Direction.Right, Type) || currentNode.Right.Occupied) { currentNode.clearOccupied();//Say we aren't here currentNode = currentNode.Right;//Say we're there currentNode.Owner = (this);//Tell the place we own it. } else if (currentNode.panelAllowed(Util.Enums.Direction.Left, Type) || currentNode.Right.Occupied) { currentNode.clearOccupied();//Say we aren't here currentNode = currentNode.Left;//Say we're there currentNode.Owner = (this);//Tell the place we own it. } else if (currentNode.panelAllowed(Util.Enums.Direction.Down, Type) || currentNode.Right.Occupied) { //If we're randomly going down if (currentNode.Up.Occupied == false) { currentNode.clearOccupied();//Say we aren't here currentNode = currentNode.Down;//Say we're there currentNode.Owner = (this);//Tell the place we own it. } } anim.SetTrigger("MoveEnd"); transform.position = currentNode.transform.position; turn++; }
public void changeSpot() { //anim.SetTrigger("MoveBegin"); mdec = (Util.Enums.Direction)Random.Range(0, 3); if (mdec == Util.Enums.Direction.Up) { //If we're randomly going up if (currentNode.panelAllowed(Util.Enums.Direction.Up, Type) || currentNode.Right.Occupied) { currentNode.clearOccupied(); //Say we aren't here currentNode = currentNode.Up; //Say we're there currentNode.Owner = (this); //Tell the place we own it. } } else if (currentNode.panelAllowed(Util.Enums.Direction.Right, Type) || currentNode.Right.Occupied) { currentNode.clearOccupied(); //Say we aren't here currentNode = currentNode.Right; //Say we're there currentNode.Owner = (this); //Tell the place we own it. } else if (currentNode.panelAllowed(Util.Enums.Direction.Left, Type) || currentNode.Right.Occupied) { currentNode.clearOccupied(); //Say we aren't here currentNode = currentNode.Left; //Say we're there currentNode.Owner = (this); //Tell the place we own it. } else if (currentNode.panelAllowed(Util.Enums.Direction.Down, Type) || currentNode.Right.Occupied) { //If we're randomly going down if (currentNode.Up.Occupied == false) { currentNode.clearOccupied(); //Say we aren't here currentNode = currentNode.Down; //Say we're there currentNode.Owner = (this); //Tell the place we own it. } } anim.SetTrigger("MoveEnd"); transform.position = currentNode.transform.position; turn++; }
public void SwitchRooms(Door current) { Room next; Vector2 postion; Util.Enums.Direction directionMoved = Util.Enums.Direction.None; if (current.Parent.upperDoor == current) { next = current.Parent.Up; postion = new Vector2(0, -10); directionMoved = Util.Enums.Direction.Up; } else if (current.Parent.lowerDoor == current) { next = current.Parent.Down; postion = new Vector2(0, 4); directionMoved = Util.Enums.Direction.Down; } else if (current.Parent.leftDoor == current) { next = current.Parent.Left; postion = new Vector2(7, -3); directionMoved = Util.Enums.Direction.Left; } else { next = current.Parent.Right; postion = new Vector2(-7, -3); directionMoved = Util.Enums.Direction.Right; } if (this.miniMap != null) { this.miniMap.UpdateMiniMap(directionMoved); } FindObjectOfType <Character.Hero.HeroBehavior>().gameObject.transform.position = postion; current.Parent.Deactivate(); next.Activate(); FindObjectOfType <Util.CameraTracker>().ResetPosition(); }
public void returnToField() { currentNode = grid[rowStart, colStart]; mdec = (Util.Enums.Direction)Random.Range(0, 3); if (mdec == Util.Enums.Direction.Up) { //If we're randomly going up if (currentNode.panelAllowed(Util.Enums.Direction.Up, Type)) { currentNode.clearOccupied(); //Say we aren't here currentNode = currentNode.Up; //Say we're there currentNode.Owner = (this); //Tell the place we own it. } } else if (currentNode.panelAllowed(Util.Enums.Direction.Right, Type)) { currentNode.clearOccupied(); //Say we aren't here currentNode = currentNode.Right; //Say we're there currentNode.Owner = (this); //Tell the place we own it. } else if (currentNode.panelAllowed(Util.Enums.Direction.Left, Type)) { currentNode.clearOccupied(); //Say we aren't here currentNode = currentNode.Left; //Say we're there currentNode.Owner = (this); //Tell the place we own it. } else if (currentNode.panelAllowed(Util.Enums.Direction.Down, Type)) { //If we're randomly going down if (currentNode.Up.Occupied == false) { currentNode.clearOccupied(); //Say we aren't here currentNode = currentNode.Down; //Say we're there currentNode.Owner = (this); //Tell the place we own it. } } transform.position = currentNode.transform.position; }
protected void spawnObjectUsingPrefabAsModel(int damage, int distance, float deathTime, bool piercing, Util.Enums.Direction direction, float speed, int timesCanPierce, bool isFlying, Grid.GridNode spawnPosition, Player.Character actor) { Weapons.Hitbox temp = MonoBehaviour.Instantiate(hitbox); GameObject model = MonoBehaviour.Instantiate(prefab); model.transform.parent = temp.transform; temp.Damage = damage; temp.Distance = distance == 0 ? 1 : distance; temp.DeathTime = deathTime; temp.Piercing = piercing; temp.Direction = direction; temp.Speed = speed; temp.TimesCanPierce = timesCanPierce; temp.IsFlying = isFlying; temp.Owner = actor.gameObject; temp.Element = element; Util.AddElement.AddElementByEnum(model, element, true); temp.CurrentNode = spawnPosition; temp.transform.position = spawnPosition.transform.position; }
public void returnToField() { currentNode = grid[rowStart, colStart]; mdec = (Util.Enums.Direction)Random.Range(0, 3); if (mdec == Util.Enums.Direction.Up) { //If we're randomly going up if (currentNode.panelAllowed(Util.Enums.Direction.Up, Type)) { currentNode.clearOccupied();//Say we aren't here currentNode = currentNode.Up;//Say we're there currentNode.Owner = (this);//Tell the place we own it. } } else if (currentNode.panelAllowed(Util.Enums.Direction.Right, Type)) { currentNode.clearOccupied();//Say we aren't here currentNode = currentNode.Right;//Say we're there currentNode.Owner = (this);//Tell the place we own it. } else if (currentNode.panelAllowed(Util.Enums.Direction.Left, Type)) { currentNode.clearOccupied();//Say we aren't here currentNode = currentNode.Left;//Say we're there currentNode.Owner = (this);//Tell the place we own it. } else if (currentNode.panelAllowed(Util.Enums.Direction.Down, Type)) { //If we're randomly going down if (currentNode.Up.Occupied == false) { currentNode.clearOccupied();//Say we aren't here currentNode = currentNode.Down;//Say we're there currentNode.Owner = (this);//Tell the place we own it. } } transform.position = currentNode.transform.position; }
protected void spawnObjectUsingPrefabAsModel(int damage, int distance, float deathTime, bool piercing, Util.Enums.Direction direction, float speed, int timesCanPierce, bool isFlying, Grid.GridNode spawnPosition, Player.Character actor, bool changeMaterial = false) { Weapons.Hitbox temp = MonoBehaviour.Instantiate(hitbox); GameObject model = MonoBehaviour.Instantiate(prefab); if (actor.Direction == Util.Enums.Direction.Left) { model.transform.localScale = new Vector3(model.transform.localScale.x, -model.transform.localScale.y, model.transform.localScale.z); } model.transform.parent = temp.transform; temp.Damage = damage; temp.Distance = distance == 0 ? 1 : distance; temp.DeathTime = deathTime; temp.Piercing = piercing; temp.Direction = direction; temp.Speed = speed; temp.TimesCanPierce = timesCanPierce; temp.IsFlying = isFlying; temp.Owner = actor.gameObject; temp.Element = element; Util.AddElement.AddElementByEnum(temp.gameObject, element, changeMaterial); temp.CurrentNode = spawnPosition; temp.transform.position = spawnPosition.transform.position; }