Пример #1
0
    void ConnectSlots(int origin_slot_num, int target_slot_num, int color = -1)
    {
        sSlot origin_slot = slots[origin_slot_num];
        sSlot target_slot = slots[target_slot_num];

        if (origin_slot.is_output != target_slot.is_output)
        {
            DisconnectSlot(origin_slot_num);
            DisconnectSlot(target_slot_num);
            origin_slot.connected_to = target_slot_num;
            target_slot.connected_to = origin_slot_num;
            if (color == -1)
            {
                target_slot.color = origin_slot.color;
            }
            else
            {
                target_slot.color = origin_slot.color = color;
            }
        }
        else
        {
            Debug.Log("both are inputs");
        }
    }
Пример #2
0
    void DisconnectSlot(int slotnum)
    {
        sSlot slot = slots[slotnum];

        if (slot.connected_to == -1)
        {
            return;
        }
        sSlot target_slot = slots[slot.connected_to];

        slot.connected_to        = -1;
        target_slot.connected_to = -1;
    }
Пример #3
0
    void WriteSlotData(int slotnum, float data)
    {
        sSlot slot = slots[slotnum];

        slot.data = data;
        if (slot.connected_to == -1)
        {
            return;
        }
        sSlot target_slot = slots[slot.connected_to];

        target_slot.data = data;
    }
Пример #4
0
    float ReadSlotData(int slotnum)
    {
        sSlot slot = slots[slotnum];

        if (slot.connected_to == -1)
        {
            return(slot.data);
        }
        sSlot target_slot = slots[slot.connected_to];

        slot.data = target_slot.data;
        return(target_slot.data);
    }
Пример #5
0
    void DrawTexture()
    {
        RenderTexture.active = rt;
        GL.PushMatrix();
        GL.LoadPixelMatrix(0, 512, 256, 0);
        GL.Clear(true, true, new Color(1.0f, 1.0f, 1.0f, 0.0f));
        //Graphics.DrawTexture(new Rect(cursorpos.x,cursorpos.y,50,50), t);
        //DrawIcon(0,0,cursorpos);

        DrawIcon(4, 1, new Vector2(512, 256), true);

        //draw markers
        if (Mathf.Round(Time.time * 2) % 2 == 0)
        {
            for (int i = 0; i < slots.Count; ++i)
            {
                sSlot slot = slots[i];
                if (slot.is_output != (slot_being_dragged != -1))
                {
                    DrawIcon(4, slot.is_output ? 1 : 0, slot.pos);
                }
            }
        }

        //draw wires
        for (int i = 0; i < slots.Count; ++i)
        {
            sSlot slot = slots[i];
            if (!slot.is_output || slot.connected_to == -1)
            {
                continue;
            }
            sSlot target_slot = slots[slot.connected_to];
            DrawWire((int)slot.pos.x, (int)slot.pos.y, (int)target_slot.pos.x, (int)target_slot.pos.y, slot.color);
        }

        //draw wire being dragged
        if (slot_being_dragged != -1)
        {
            sSlot slot = slots[slot_being_dragged];
            DrawWire((int)slot.pos.x, (int)slot.pos.y, (int)cursorpos.x, (int)cursorpos.y, slot.color);
        }

        GL.PopMatrix();
        RenderTexture.active = null;
        //Graphics.DrawTexture(rect, m_renderTexture, new Rect(rect.x / Screen.width, rect.y / Screen.height, (rect.x + rect.width) / Screen.width, (rect.y + rect.height) / Screen.height), 0, 0, 0, 0);
    }
Пример #6
0
    //not used
    void TransferSlotData()
    {
        for (int i = 0; i < 5; ++i)
        {
            for (int j = 0; j < slots.Count; ++j)
            {
                sSlot slot = slots[j];
                if (!slot.is_output || slot.connected_to == -1)
                {
                    continue;
                }

                sSlot target_slot = slots[slot.connected_to];
                target_slot.data = slot.data;
            }
        }
    }
Пример #7
0
    int findSlot(Vector2 pos)
    {
        float min_dist    = 100000000;
        int   closer_slot = -1;

        for (int i = 0; i < slots.Count; ++i)
        {
            sSlot slot = slots[i];
            float d    = Vector2.Distance(slot.pos, pos);
            if (d > min_dist || d > 20.0f)
            {
                continue;
            }
            min_dist    = d;
            closer_slot = i;
        }
        return(closer_slot);
    }
Пример #8
0
 void WriteCircuitOutputs()
 {
     for (int i = 0; i < slots.Count; i++)
     {
         sSlot slot = slots[i];
         if (slot.circuit_output == -1) //because a board input slot is a data output slot
         {
             continue;
         }
         if (robotComponents.Count < slot.circuit_output)
         {
             continue;
         }
         ReadSlotData(i); //update slot
         if (robotComponents.Count > slot.circuit_output)
         {
             robotComponents[slot.circuit_output].input = slot.data;
         }
     }
 }
Пример #9
0
    void ReadCircuitInputs()
    {
        for (int j = 0; j < slots.Count; ++j)
        {
            sSlot slot = slots[j];
            if (slot == null)
            {
                Debug.LogWarning($"Null slot {j}", this);
                continue;
            }
            if (slot.circuit_input == -1) //because a board input slot is a data output slot
            {
                continue;
            }
            if (controlInputs.Count < slot.circuit_input)
            {
                continue;
            }

            slot.data = controlInputs[slot.circuit_input].input;
        }
    }
Пример #10
0
 public void Assign(sSlot iSlot)
 {
     Level     = iSlot.Level;
     Enh       = iSlot.Enh;
     PowerName = iSlot.PowerName;
 }
Пример #11
0
    void initBoard()
    {
        levelID = GameManager.Instance.level;
        circuitMR.material.SetTexture("_BaseMap", circuit_textures[levelID]);
        blueprintImg.sprite = blueprint_textures[levelID];

        if (levelID == 0) //Brither ideas
        {
            //circuit inputs
            sSlot W1 = new sSlot(323, 87, true);
            W1.circuit_input = 0;
            slots.Add(W1);

            //circuit outputs 4
            sSlot A = new sSlot(200, 86, false);
            A.circuit_output = 0;
            slots.Add(A);
        }
        if (levelID == 1)
        {
            //circuit inputs
            sSlot W1 = new sSlot(397, 69, true);
            W1.circuit_input = 0;
            slots.Add(W1);

            sSlot W2 = new sSlot(397, 105, true);
            W2.circuit_input = 1;
            slots.Add(W2);

            sSlot W3 = new sSlot(397, 149, true);
            W3.circuit_input = 2;
            slots.Add(W3);

            sSlot W4 = new sSlot(397, 187, true);
            W4.circuit_input = 3;
            slots.Add(W4);

            //circuit outputs 4
            sSlot A = new sSlot(139, 59, false);
            A.circuit_output = 0;
            slots.Add(A);

            sSlot B = new sSlot(139, 103, false);
            B.circuit_output = 1;
            slots.Add(B);

            sSlot C = new sSlot(139, 150, false);
            C.circuit_output = 2;
            slots.Add(C);

            sSlot D = new sSlot(139, 194, false);
            D.circuit_output = 3;
            slots.Add(D);

            //extras 8
            sSlot NotIN = new sSlot(260, 172, false);
            slots.Add(NotIN);

            sSlot NotOUT = new sSlot(192, 172, true);
            slots.Add(NotOUT);

            sSlot MultiIN = new sSlot(311, 83, false);
            slots.Add(MultiIN);

            sSlot MultiOUT1 = new sSlot(218, 78, true);
            slots.Add(MultiOUT1);
            sSlot MultiOUT2 = new sSlot(218, 102, true);
            slots.Add(MultiOUT2);

            ConnectSlots(0, 10, 3);
            ConnectSlots(11, 4, 3);
            ConnectSlots(12, 8, 3);
            ConnectSlots(9, 5, 3);
        }
        else if (levelID == 2)
        {
            //circuit inputs
            sSlot W1 = new sSlot(397, 69, true);
            W1.circuit_input = 0;
            slots.Add(W1);

            sSlot W2 = new sSlot(397, 105, true);
            W2.circuit_input = 1;
            slots.Add(W2);

            //circuit outputs 2
            sSlot A = new sSlot(139, 59, false);
            A.circuit_output = 0;
            slots.Add(A);

            sSlot B = new sSlot(139, 103, false);
            B.circuit_output = 1;
            slots.Add(B);

            sSlot C = new sSlot(139, 150, false);
            C.circuit_output = 2;
            slots.Add(C);

            sSlot D = new sSlot(139, 194, false);
            //D.circuit_output = 3;
            slots.Add(D);

            //extras 6
            sSlot NotIN = new sSlot(260, 172, false);
            slots.Add(NotIN);

            sSlot NotOUT = new sSlot(192, 172, true);
            slots.Add(NotOUT);

            sSlot MultiIN = new sSlot(311, 83, false);
            slots.Add(MultiIN);

            sSlot MultiOUT1 = new sSlot(218, 78, true);
            slots.Add(MultiOUT1);
            sSlot MultiOUT2 = new sSlot(218, 102, true);
            slots.Add(MultiOUT2);

            sSlot SinOUT = new sSlot(366, 172, true);
            slots.Add(SinOUT);
        }

        //ground
        sSlot G1 = new sSlot(373, 209, true);

        slots.Add(G1);
        sSlot G2 = new sSlot(394, 209, true);

        slots.Add(G2);
        sSlot G3 = new sSlot(410, 209, true);

        slots.Add(G3);
    }
Пример #12
0
    void Update()
    {
        if (!cam)
        {
            return;
        }

        UpdateBoard();

        plane = new Plane(canvasObject.transform.forward, canvasObject.transform.position);
        Ray ray = cam.ScreenPointToRay(new Vector3(Input.mousePosition.x, Input.mousePosition.y));
        //Debug.DrawRay(ray.origin, ray.direction * 10, Color.yellow);
        float enter = 0.0f;

        if (GameManager.Instance.currentState == GameManager.GameState.Edit && plane.Raycast(ray, out enter))
        {
            Vector2 hitpos = ray.GetPoint(enter);
            cursorpos   = canvasObject.transform.InverseTransformPoint(hitpos);
            cursorpos.x = cursorpos.x * 512 + 256;
            cursorpos.y = cursorpos.y * -256 + 128;

            if (Input.GetMouseButtonDown(0))
            {
                //check if slot
                int slotnum = findSlot(cursorpos);
                if (slotnum != -1)
                {
                    sSlot slot = slots[slotnum];
                    if (slot.is_output)
                    {
                        //CONNECT
                        Debug.Log("SLOT!!  " + slotnum);
                        DisconnectSlot(slotnum);
                        slot_being_dragged   = slotnum;
                        slots[slotnum].color = (int)Mathf.Floor(Random.Range(0, 3));
                    }
                }
                else
                {
                    Debug.Log("No slot found ");
                }
            }

            if (Input.GetMouseButtonUp(0) && slot_being_dragged != -1)
            {
                Debug.Log("trying to connect... ");
                int slotnum = findSlot(cursorpos);
                if (slotnum != -1)
                {
                    Debug.Log("connecting... ");
                    ConnectSlots(slot_being_dragged, slotnum);
                }
                else
                {
                    Debug.Log("No slot found ");
                }
                slot_being_dragged = -1;
            }
        }

        DrawTexture();
    }