示例#1
0
    public void ResetGround(bool active)
    {
        if (active)
        {
            if (groundType == GroundType.Roll)
            {
                float RollSide = Random.Range(0, 2);
                if (RollSide == 1)
                {
                    RightSide = true;
                }
                else if (RollSide == 0)
                {
                    RightSide = false;
                }
                Debug.Log(RollSide);
            }
            if (groundType == GroundType.Hurt)
            {
                if (HurtOnce)
                {
                    HurtOnce = false;
                }
            }

            this.gameObject.transform.parent        = m_GroundCreator;
            this.gameObject.transform.localPosition = new Vector3(0, 0, 0);
            groundType = (GroundType)Random.Range(0, 4);
            StartCoroutine(ReSetGroundCounter(3f));
        }
    }
示例#2
0
    public ZeptoSprite MakeGround(GroundType gtype, Transform parent, int x, int y)
    {
        GameObject go = null;

        switch (gtype)
        {
        case GroundType.OCEAN: go = OceanGround; break;

        case GroundType.BEACH: go = BeachGround; break;

        case GroundType.BEACHTOSANDY: go = BeachToSandyGround; break;

        case GroundType.SANDY: go = SandyGround; break;

        case GroundType.GRASSY: go = GrassyGround; break;

        case GroundType.HILLY: go = HillyGround; break;

        case GroundType.ROCKY: go = RockyGround; break;

        case GroundType.MOUNTAIN: go = MountainGround; break;

        default: break;
        }
        return(MakeProtoGround(go, parent, x, y));
    }
示例#3
0
 public GroundPlate(GroundType gt, int I, int J)
 {
     _type       = gt;
     point       = new Point(I, J);
     _light      = 0;
     _wasLighted = "nn";
 }
    private void Swallow()
    {
        GroundType typeSwallowed = tongueCollider.Swallow();

        Debug.Log("Swallowed: " + typeSwallowed.ToString());

        if (typeSwallowed == GroundType.poison)
        {
            bossScript.atePoison = true;
        }

        if (typeSwallowed == GroundType.dirt)
        {
            bossScript.ateRock = true;
        }

        tongueAnimator.gameObject.SetActive(false);
        tongueAnimator.SetFloat("TongueExtendDirection", 1.0f);
        tongueAimIndicator.SetActive(false);

        if (typeSwallowed != GroundType.none)
        {
            AudioManager.Instance.PlaySoundVaried("gulp");
        }
    }
    void GroundingUpdate()
    {
        //Setup des raycast pour mettre à jour le grounding
        int numHits       = playerCollider.Cast(-Vector2.up, rGroundCast, 0.1f);
        int wallHitsLeft  = playerCollider.Raycast(Vector2.left, rWallCast, 1.4f, wallJumpLayer);
        int wallHitsRight = playerCollider.Raycast(-Vector2.left, rWallCast, 1.4f, wallJumpLayer);

        //Grounding au sol
        if (numHits > 0)
        {
            groundType = GroundType.ground;
        }

        //Grounding sur un mur de WallJump
        else if (wallHitsLeft > 0)
        {
            print("touché gauche");
            groundType     = GroundType.wallJump;
            isLeftWallJump = true;
        }
        else if (wallHitsRight > 0)
        {
            print("touché droit");
            groundType     = GroundType.wallJump;
            isLeftWallJump = false;
        }
        //Pas de Grounding (vide)
        else
        {
            groundType = GroundType.none;
        }
    }
示例#6
0
 public Point(Coordinates coordinates, GroundType groundtype, float waterdeep, float height)
 {
     this.coordinates = coordinates;
     this.groundtype  = groundtype;
     this.waterdeep   = waterdeep;
     this.height      = height;
 }
示例#7
0
        public static AnchorPointList CreateNear(Coordinates center, float radius1, float radius2)
        {
            bool            rc = false;
            RGEContext      db = new RGEContext();
            AnchorPointList anchor_point_list = new AnchorPointList();

            using (SqlCommand cmd = new SqlCommand("EGH.GetListAnchorPointOnDistanceLessThanD2MoreThanD1", db.connection))
            {
                cmd.CommandType = CommandType.StoredProcedure;
                {
                    SqlParameter parm = new SqlParameter("@ШиротаГрад", SqlDbType.Real);
                    parm.Value = center.latitude;
                    cmd.Parameters.Add(parm);
                }
                {
                    SqlParameter parm = new SqlParameter("@ДолготаГрад", SqlDbType.Real);
                    parm.Value = center.lngitude;
                    cmd.Parameters.Add(parm);
                }
                {
                    SqlParameter parm = new SqlParameter("@Расстояние1", SqlDbType.Real);
                    parm.Value = radius1;
                    cmd.Parameters.Add(parm);
                }
                {
                    SqlParameter parm = new SqlParameter("@Расстояние2", SqlDbType.Real);
                    parm.Value = radius2;
                    cmd.Parameters.Add(parm);
                }
                try
                {
                    cmd.ExecuteNonQuery();
                    SqlDataReader reader = cmd.ExecuteReader();
                    while (reader.Read())
                    {
                        int          id = (int)reader["IdТехногенногоОбъекта"];
                        float        x  = (float)reader["ШиротаГрад"];
                        float        y  = (float)reader["ДолготаГрад"];
                        int          ground_type_code   = (int)reader["ТипГрунта"];
                        int          cadastre_type_code = (int)reader["КодНазначенияЗемель"];
                        float        waterdeep          = (float)reader["ГлубинаГрунтовыхВод"];
                        float        height             = (float)reader["ВысотаУровнемМоря"];
                        GroundType   ground_type        = new GroundType(ground_type_code);
                        Coordinates  coordinates        = new Coordinates((float)x, (float)y);
                        CadastreType cadastre_type      = new CadastreType(cadastre_type_code);
                        Point        point = new Point(coordinates, ground_type, (float)waterdeep, (float)height);
                        //delta = (float)reader["Расстояние"];
                        AnchorPoint anchor_point = new AnchorPoint(id, point, cadastre_type);
                        anchor_point_list.Add(anchor_point);
                    }
                    rc = anchor_point_list.Count > 0;
                    reader.Close();
                }
                catch (Exception e)
                {
                    rc = false;
                };
                return(anchor_point_list);
            }
        }
示例#8
0
 public void SetGroundType(GroundType newGroundType)                                    // GENERATED
 {
     if (SetGroundTypeLocal(newGroundType))                                             // GENERATED
     {
         photonView.RPC("SetGroundTypeRPC", PhotonTargets.AllViaServer, newGroundType); // GENERATED
     }
 }
    // Use this for initialization
    void Awake()
    {
        rigidB            = transform.GetComponent <Rigidbody2D>();
        skidmarkRenderers = GetComponentsInChildren <TrailRenderer>();

        currGroundType = GroundTypeManager.Instance.defaultGroundType; // use the default ground type if no other is found
    }
示例#10
0
 public ScalarIO(FIRRTLNode node, string name, IFIRType type) : base(node, name)
 {
     if (type is GroundType ground && ground.IsTypeFullyKnown())
     {
         this.Type = ground;
     }
 }
示例#11
0
 public void SetType(IFIRType type)
 {
     if (type is GroundType ground && ground.IsTypeFullyKnown())
     {
         Type = ground;
     }
 }
    private void OnTriggerStay2D(Collider2D collision)
    {
        if (collision.tag == "CameraLock")
        {
            switch (collision.GetComponent <CameraMovement>().cameraLockType)
            {
            case CameraLocked.HorizonalLocked:
                horizonalLock = true;
                break;

            case CameraLocked.VerticalLocked:
                verticalLock = true;
                break;

            case CameraLocked.BothLocked:
                horizonalLock = true;
                verticalLock  = true;
                break;
            }
        }

        if (collision.tag == "Ground")
        {
            gt = collision.GetComponent <LongGrass>().ReturnGroundType();
        }
    }
示例#13
0
 //util funcs
 static float GetSpeedyPathModifier(Player player)
 {
     if (!player.IsSwiming() && !player.InInterior())
     {
         GroundType groundtype = GetGroundType(player);
         if (_speedModifiers.ContainsKey(groundtype))
         {
             _activeStatusText = _groundTypeStrings[groundtype].Value;
             return(_speedModifiers[groundtype].Value);
         }
         //fallback to biome speed
         Heightmap.Biome playerBiome = player.GetCurrentBiome();
         //Handle new biomes "gracefully"
         if (!_untamedSpeedModifiers.ContainsKey(playerBiome))
         {
             Logger.LogWarning($"New biome {playerBiome.ToString()}. Unsure how to Handle. Falling back to None.");
             playerBiome = Heightmap.Biome.None;
         }
         _activeStatusText = "$biome_" + playerBiome.ToString().ToLower();
         if (_biomeTypeStrings.ContainsKey(playerBiome) && _biomeTypeStrings[playerBiome].Value != "default")
         {
             _activeStatusText = _biomeTypeStrings[playerBiome].Value;
         }
         return(_untamedSpeedModifiers[playerBiome].Value);
     }
     return(1.0f);
 }
示例#14
0
 public void UpdateStates(GroundType ground_type)
 {
     if (!isDead)
     {
         if (daysTillDie == 1 && (seed.preferGround & ground_type) != ground_type)
         {
             //If on dislike ground and was one day till die, it should die
             transform.GetChild(curState).gameObject.SetActive(false);
             transform.GetChild(seed.totalStates).gameObject.SetActive(true);
             isDead   = true;
             curState = seed.totalStates;
         } //if on prefer ground and still not the last state yet
         else if ((seed.preferGround & ground_type) == ground_type && curState < seed.totalStates - 1)
         {
             daysTillDie = seed.bearableday;
             Grow();
             if (curState == seed.totalStates - 1)
             {
                 readyForHarvest = true;
             }
         }
         else if (curState == seed.totalStates - 1)
         {   //If this seed is ready for harvest, then do nothing even not on prefer ground
             readyForHarvest = true;
             return;
         }
         else
         {   //If seed is not ready for harvest and not on prefer ground, daystilldie should decrease by one.
             daysTillDie--;
         }
     }
 }
示例#15
0
    void OnCollisionEnter2D(Collision2D other)
    {
        if (other.gameObject.GetComponent <GroundTypeContainer>() != null && !jumped)
        {
            GroundType groundType = other.gameObject.GetComponent <GroundTypeContainer>().groundType;
            if ((groundType == GroundType.Flat) || (groundType == GroundType.Ramp && other.gameObject.transform.localScale.x < 0))
            {
                walkVelX = 2f; walkVelY = 0f;
            }

            else if (groundType == GroundType.Ramp && other.gameObject.transform.localScale.x > 0)
            {
                // print("this is working");
                //THIS MAKES HIM HOP WHEN HE GOES UP
                walkVelX = 2f; walkVelY = 0f;                 //walkVelY = 1.4f;
            }

            grounded = true;
        }


        else if (other.gameObject.GetComponent <GameOverObjectCollider>() != null)
        {
            // print("working");
            coll.enabled = false;
            Explode();
            camera.CallCameraShake();
        }

        // else {
        //  grounded = true;
        // }
    }
示例#16
0
    public void ChangeSprite(GroundType type, bool isSpeed = false)
    {
        if (background != null)
        {
            if ((int)type == 99)
            {
                background.sprite = GetSprites[4];
            }
            else if ((int)type == 0)
            {
                light.Stop(Color.white);
                background.sprite = GetSprites[0];
                light.gameObject.SetActive(false);
            }
            else
            {
                background.sprite = GetSprites[0];
                light.gameObject.SetActive(true);

                light.SetFromAndTo(Color.white, colorTransparent);
                light.PlayForward(System.Convert.ToInt32(!isSpeed));
                colorLight.SetFromAndTo(lightColor[(int)type - 1], (lightColor[(int)type - 1] * colorTransparent));
                colorLight.PlayForward(System.Convert.ToInt32(!isSpeed));
            }
        }
    }
示例#17
0
 public void OpenLight(GroundType gType = GroundType.None, bool isShow = true)
 {
     if (isShow)
     {
         light.Stop(Color.white);
         colorLight.Stop(lightColor[(int)gType - 1]);
         colorLight.SetFromAndTo(lightColor[(int)gType - 1], lightColor[(int)gType - 1] * colorTransparent);
         light.SetFromAndTo(Color.white, colorTransparent);
         light.PlayForward(0);
         colorLight.PlayForward(0);
     }
     else
     {
         if (gType != GroundType.None)
         {
             colorLight.Stop(lightColor[(int)gType - 1]);
         }
         else
         {
             colorLight.Stop(lightColor[(int)_groundType - 1]);
         }
         light.Stop(Color.white);
         light.gameObject.SetActive(true);
     }
 }
示例#18
0
 public void FlipTile() //When you press A after opening the flip grid
 {
     if (selectedTile)
     {
         playerControlsManager.ToggleOnGenericUI();
         currentTile = groundTilemap.GetTile(new Vector3Int((int)(selectedTile.transform.position.x - 0.5f), (int)(selectedTile.transform.position.y - 0.5f), (int)selectedTile.transform.position.z)) as GroundTile;
         if (currentTile)
         {
             //darkOverlayObject = Instantiate(darkOverlayPrefab, transform);
             encounterManager.TestGroundType(currentTile.groundType, selectedTile, false);
         }
         else
         {
             GameObject colliding = testTrigger.GetCollidingGameObject();
             if (testTrigger.GetCollidingTileableStatus())
             {
                 if (colliding.GetComponent <IInteractable>() != null)
                 {
                     colliding.GetComponent <IInteractable>().Interact();
                 }
                 GroundType tmpType = colliding.GetComponent <TTileable>().GetTileType();
                 //darkOverlayObject = Instantiate(darkOverlayPrefab, transform);
                 encounterManager.TestGroundType(tmpType, selectedTile, false);
             }
         }
     }
 }
示例#19
0
    public GameObject SwapGround(GameObject thisground, GroundType ground_type)
    {
        GameObject newGround = Instantiate(GetGround(ground_type), thisground.transform.position, Quaternion.identity, thisground.transform.parent);

        SwapGroundInfo(thisground, newGround);
        Destroy(thisground.gameObject);
        return(newGround);
    }
示例#20
0
 public void SetGround(Vector2 scale, float minDistanceFromScreen, float maxDistanceFromScreen, float velocity, GroundType groundType)
 {
     this.transform.localScale  = scale;
     this.minDistanceFromScreen = minDistanceFromScreen;
     this.maxDistanceFromScreen = maxDistanceFromScreen;
     this.velocity   = velocity;
     this.groundType = groundType;
 }
示例#21
0
 public void setGroundType(GroundType ground)
 {
     if (currentground != ground.name)
     {
         player.footSteps = ground.audioController;
     }
     currentground = ground.name;
 }
示例#22
0
 public void SetGroundType(GroundType ground)
 {
     if (currentGround != ground.name)
     {
         FPC.groundType = ground;
         currentGround  = ground.name;
     }
 }
示例#23
0
    public void ChangeChara(int job)
    {
        isChanged   = true;
        _groundType = GroundType.Chara;
        charaJob    = job;

        _layer = 0;
    }
示例#24
0
 public GroundHitInfo(Vector3 pos, Vector3 norm, Transform tran, [CanBeNull] Rigidbody rb, GroundType type)
 {
     position   = pos;
     normal     = norm;
     transform  = tran;
     rigid      = rb;
     groundType = type;
 }
示例#25
0
    //覆蓋功能用
    public void OnCover()
    {
        _roundPrevType = _groundType;
        _groundType    = defaultType;
        ChangeSprite(_groundType);

        _layer = 0;
    }
示例#26
0
 public void setGroundType(GroundType ground)
 {
     if (currentGround != ground.name)
     {
         FPC.m_FootstepSounds = ground.footstepsounds;
         currentGround        = ground.name;
     }
 }
示例#27
0
        public Segment(string segment, GroundType groundType)
        {
            int length = RandomGenerator.Generate(25, 100);

            TrackSegment = segment;
            Ground       = groundType;
            Length       = length;
        }
        public TilesRepositoryBuilder WithTiles(GroundType groundType, params TilePosition[] positions)
        {
            foreach (var position in positions)
            {
                _tiles.Add(position, groundType);
            }

            return(this);
        }
示例#29
0
    public int GetNumberOfPoints(GroundType type)
    {
        if (PointTypesValues.ContainsKey(type))
        {
            return(PointTypesValues[type]);
        }

        return(0);
    }
示例#30
0
文件: Ground.cs 项目: Juul1501/Miner
 public Ground(int depthLevel, int toughNess, GameObject groundObject, bool mineable, Vector2Int position, GroundType mytype)
 {
     this.depthLevel   = depthLevel;
     this.toughNess    = toughNess;
     this.groundObject = groundObject;
     this.mineable     = mineable;
     this.position     = position;
     this.mytype       = GroundType.ground;
 }
示例#31
0
	void Update(){
		RaycastHit hit;
		if (transform.GetComponent<CharacterControlls> ().grounded == true) {
			if (Physics.Raycast (transform.position, -Vector3.up , out hit)) {
				if (hit.transform.gameObject.GetComponent<MeshRenderer> ()) {
					tex = hit.transform.gameObject.GetComponent<MeshRenderer> ().material.mainTexture;
				}
				if(hit.transform.tag == "Terrain")
				{
					tex = getTerrainTextureAt(transform.position);
				}
				if (tex != null){
				if (tex.name.Contains("Grass")) {
					groundType = GroundType.Grass;
				}
				else if (tex.name.Contains("Rock")) {
					groundType = GroundType.Rock;
				}
				else if (tex.name.Contains("Metal")) {
					groundType = GroundType.Metal;
				}
				else if (tex.name.Contains("Snow")) {
					groundType = GroundType.Snow;
				}
				else if (tex.name.Contains("Sand")) {
					groundType = GroundType.Sand;
				}
				else if (tex.name.Contains("Wood")) {
					groundType = GroundType.Wood;
				}

				}
			}
		}
		if (tex == null) {
			groundType = GroundType.Nothing;
		}
		if (StepTime > 0){
			StepTime -= Time.deltaTime;
		}
		if (StepTime <= 0)
		{
			if (anim.GetFloat("Speed") > 0.1f && transform.GetComponent<CharacterControlls> ().grounded == true) 
			{
				FootStep();
				StepTime = StepSpeed;
			}
		}
		if (GetComponent<CharacterControlls> ().running == true) {
			StepSpeed = RunSpeed;
		} else {
			StepSpeed = WalkSpeed;
		}
		if (GetComponent<CharacterControlls> ().crouching == true) {
			StepSpeed = CrouchSpeed;
		}
	}
示例#32
0
 /// <summary>
 /// Returns a color value for the hex at that layer.
 /// </summary>
 /// <returns>The color value for this layer.</returns>
 /// <param name="type">The type of layer we want to get the color from.</param>
 public static Color GroundColor(GroundType type)
 {
   switch (type) {
     case GroundType.Water:
       return new Color(14/255f, 116/255f, 181/255f); 
     case GroundType.Land: 
       return new Color(0, 255/255f, 159/255f);
     case GroundType.Mountain:
       return new Color(156/255f, 126/255f, 126/255f);
     default:
       return new Color(255/255f, 0, 255/255f);
   }
 }
示例#33
0
 /// <summary>
 /// Returns a value used in HexGridGenerator.PlacementAlgorithm that is used to indicate the amount of offset this layer should have towards the middle of the map.
 /// </summary>
 /// <param name="type">What type of layer are we talking about.</param>
 public static float CenterFactor(GroundType type) 
 {
   switch (type) {
     case GroundType.Water:
       return 0f;
     case GroundType.Land: 
       return 1f; 
     case GroundType.Mountain:
       return 2.5f;
     default:
       return 1f;
   }
 }
 /// <summary>
 /// Method that contains the algorithm for placement of a hex.
 /// </summary>
 /// <param name="c">The cubecoordiante of the hex you want to get through the algorithm.</param>
 /// <param name="mapsize">Size of the map.</param>
 /// <param name="layer">What kind of layer this layer should be.</param>
 private void PlacementAlgorithm(CubeCoordinate c, sbyte mapSize, GroundType layer)
 {
   // Determine the chance this tile has to be placed. This calculation makes sure that tiles closer to the middle have a higher chance to spawn, then we multiply it by a facter determined by the type of layer we are talking about so that we for example have mountains be placed more in the middle of the map.
   float chance = ( (c.x * c.x) / (3.0f * mapSize * mapSize) + 
                    (c.y * c.y) / (3.0f * mapSize * mapSize) + 
                    (c.z * c.z) / (3.0f * mapSize * mapSize) ) * 
                    (Ground.CenterFactor(layer));            
             
   // Perlin noise returns a value between 0.0-1.0
   if (Mathf.Clamp(Mathf.PerlinNoise ( _randomMultiplier * (c.x + mapSize), 
                   _randomMultiplier * (c.y + mapSize)), 0f, 1f) >= chance) {
     PlaceHex(c, layer);
   }
 }
 /// <summary>
 /// Creates one layer of hexagons using a few other methods (PlacementAlgorithm and PlaceHex).
 /// </summary>
 /// <param name="mapsize">Size of the map.</param>
 /// <param name="layer">What kind of layer this layer should be.</param>
 private void CreateLayer(sbyte mapSize, GroundType layer)
 {
   // create a world of size 'mapsize' in each direction (x, y, z)
   for (sbyte x = (sbyte) -mapSize; x <= mapSize; x++) {
     for (sbyte y = (sbyte) -mapSize; y <= mapSize; y++) {
       // the z value has to be determined by the x and y
       sbyte z = (sbyte)(-x - y);
       // check if the z value also listens to the grid size
       if (z >= -mapSize && z <= mapSize) {
         CubeCoordinate coordinate = new CubeCoordinate (x, y, z);
         PlacementAlgorithm(coordinate, mapSize, layer);
       }
     }
   }
 }
示例#36
0
    /// <summary>
    /// Creates a hexagon at an axial position
    /// </summary>
    /// <returns>The created hexagon.</returns>
    /// <param name="a">The axial coordinate to place the hexagon on to.</param>
    /// <param name="type">The type of hexagon that should be placed</param>
    public Hexagon CreateHexagon(CubeCoordinate c, GroundType type)
    {
      GameObject hObj = GameObject.Instantiate(
        HexagonPrefab,
        HexCalculation.HexToWorld(c),
        HexagonPrefab.transform.rotation) as GameObject;

      Color tileColor = Ground.GroundColor(type);

      HexController hCon= hObj.GetComponent<HexController>();
      hCon.SetColor (tileColor);

      hObj.transform.SetParent (this.gameObject.transform);
      return new Hexagon (c, type, hCon);
    }
示例#37
0
    // Returns the coeffecient of friction for the ground
    public static float GetCoeff(bool isGrounded, GroundType type)
    {
        if (!isGrounded) { // If Jumping
            return COEFF_AIR;
        }
        else {
            switch (type) {
                case GroundType.Regular:
                    return COEFF_GROUND;
                case GroundType.Slippery:
                    return COEFF_SLIPPERY;
                case GroundType.Sticky:
                    return COEFF_STICKY;
            }
        }

        return COEFF_GROUND;
    }
示例#38
0
    void DetermineGroundType()
    {
        RaycastHit hit;
        if (Physics.Raycast(transform.position - Vector3.up * 100f, Vector3.up, out hit, 200f, LayerMask.GetMask("GroundType")))
        {
            GroundTypeArea gta = hit.collider.GetComponent<GroundTypeArea>();
            currentGroundType = gta.groundType;
        }
        else
        {
            currentGroundType = DEFAULT_GROUND_TYPE;
        }

        foreach (GoundTypeToSound gtts in sounds)
        {
            if (gtts.ground == currentGroundType)
            {
                currentFootsteps = gtts.sounds;
            }
        }
    }
示例#39
0
文件: Ground.cs 项目: kjin/Ribbons
        public Ground(World world, PolygonF polygon, GroundType type)
        {
            this.shape = polygon;
            this.type = type;

            UserData userData = new UserData();
            userData.thing = this;

            Vertices vertices = new Vertices(polygon.points);

            Body body = BodyFactory.CreateBody(world, userData);
            Fixture fixture = body.CreateFixture(new PolygonShape(vertices, GroundConstants.DENSITY), userData);

            fixture.Friction = GroundConstants.FRICTION;
            body.IsStatic = true;

            if (type == GroundType.Miasma)
            {
                body.IsSensor = true;
            }
        }
示例#40
0
 void Start()
 {
     previousPosition = transform.position.sety(0);
     direction = transform.TransformDirection(localWalkingDirection).normalized;
     toStep = distancePerStep / 0.5f;
     currentGroundType = DEFAULT_GROUND_TYPE;
 }
 /// <summary>
 /// Places a hex after it has been through the algorithm (PlacementAlgorithm). It determines what kind of hex it should be and calls the right method for placement of that type of hex.
 /// </summary>
 /// <param name="c">The cubecoordiante of the hex you want to get through the algorithm.</param>
 /// <param name="layer">What kind of layer this layer should be.</param>
 private void PlaceHex(CubeCoordinate c, GroundType layer)
 {
   switch (layer) {
       case GroundType.Water:
         CreateWaterHex(c);
         break;
       case GroundType.Land:
         CreateLandHex(c);
         break;
       case GroundType.Mountain:
         CreateMountainHex(c);
         break;
     }
 }
示例#42
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 /// <summary>Initializes a new instance of the Ground class using specified points and type.</summary>
 /// <param name="points">Points.</param>
 /// <param name="type">Type.</param>
 public Ground(IEnumerable<Point> points, GroundType type)
 {
     Points = new List<Point>();
     Points.AddRange(points);
     Type = type;
 }
示例#43
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    /// <summary>
    /// Set the ground we are walking on.
    /// </summary>
    /// <param name="groundType">Type of the ground</param>
    void SetGroundType(GroundType groundType)
    {
        //Debug.Log("SET TYPE " + groundType);
        switch (groundType)
        {
            case GroundType.DEFAULT:
                chosenClips = defaultClips;
                break;

            case GroundType.ROCK:
                chosenClips = rockClips;
                break;

            case GroundType.SAND:
                chosenClips = sandClips;
                break;

            case GroundType.GRASS:
                chosenClips = grassClips;
                break;

            case GroundType.ASPHALT:
                chosenClips = asphaltClips;
                break;

            case GroundType.CONCRETE:
                chosenClips = concreteClips;
                break;
        }
    }
示例#44
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文件: TileUnit.cs 项目: gorhs/unity
	/// <summary>
	/// 장애물 요소 파괴.
	/// </summary>
	public void DestroyObstacle()
	{
		groundType = GroundType.normal;
		groundRender.gameObject.SetActive(false);
	}
示例#45
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    public Hexagon (CubeCoordinate c, GroundType type, HexController controller) : base (c)
    {
      WorldPos = HexCalculation.HexToWorld (CubePos);
      occupied = (type != GroundType.Land);
      _hexType = type;
      _controller = controller;

      if (occupied) _controller.SetIndicatorColor(new Color(1f,1f,1f,0.1f));
    }