public void SelectMap(GameObject map) //action { Mapinfo M = GetSelectMap(map); moveTurn(M); // map Move this.gameObject.GetComponent <CharacterGM> ().move(M); // character move }
public void updateMap(EnemInfo C) { Mapinfo M = MGM.getmap(C.X, C.Y); if (M.Enemy_E.Contains(C.me)) { M.Enemy_E.Remove(C.me); } }
public void updateMap(Chainfo C) // use to set map { Mapinfo M = MGM.getmap(C.X, C.Y); if (M.Character_C.Contains(C.me)) { M.Character_C.Remove(C.me); } }
public void Updatemove(Chainfo C) { Mapinfo M = MGM.getmap(C.X, C.Y); M.Character_C.Add(C.me); Vector3 V = M.gameObject.transform.position; C.gameObject.transform.position = V; C.Myposition = M; }
public void Updatemove(EnemInfo E) { Mapinfo M = MGM.getmap(E.X, E.Y); M.Enemy_E.Add(E.me); Vector3 V = M.gameObject.transform.position; E.gameObject.transform.position = V; E.Myposition = M; }
void MoveDelRoad(Mapinfo M) { List <Mapinfo> Top = GetTopRow(M); List <Mapinfo> Down = GetDownRow(M); List <Mapinfo> Left = GetLeftRow(M); List <Mapinfo> Right = GetRightRow(M); if (Top.Count != 0) { for (int i = 0; i < Top.Count; i++) { if (i + 1 != Top.Count) { Top [i].Type = Top [i + 1].Type; } } Top [Top.Count - 1].Type = RandomColor(); } if (Down.Count != 0) { for (int i = Down.Count - 1; i >= 0; i--) { if (i - 1 >= 0) { Down [i].Type = Down [i - 1].Type; } } Down [0].Type = RandomColor(); } if (Left.Count != 0) { for (int i = Left.Count - 1; i >= 0; i--) { if (i - 1 >= 0) { Left [i].Type = Left [i - 1].Type; } } Left [0].Type = RandomColor(); } if (Right.Count != 0) { for (int i = 0; i < Right.Count; i++) { if (i + 1 != Right.Count) { Right [i].Type = Right [i + 1].Type; } } Right [Right.Count - 1].Type = RandomColor(); } updateColor(); }
public Mapinfo Getright(Mapinfo M) { if (CheckisOver(M.mapX + 1, M.mapY)) { return(M); //already down } else { return(Mapdata [M.mapX + 1, M.mapY]); } }
public Mapinfo Getdown(Mapinfo M) { if (CheckisOver(M.mapX, M.mapY - 1)) { return(M); //already down } else { return(Mapdata [M.mapX, M.mapY - 1]); } }
public Mapinfo Gettop(Mapinfo M) { if (CheckisOver(M.mapX, M.mapY + 1)) { return(M); //aleardy top } else { return(Mapdata [M.mapX, M.mapY + 1]); } }
public List <Mapinfo> GetRightRow(Mapinfo M) { List <Mapinfo> Map = new List <Mapinfo>(); foreach (Mapinfo map in Mapdata) { if (map.mapY == M.mapY && map.mapX > M.mapX && map != M) { Map.Add(map); } } return(Map); }
public void characterJumpReturn(Character C) { foreach (Chainfo info in Cha_info) { if (info.me == C) { Mapinfo map = MGM.getmap(info.X, info.Y); map.Character_C.Remove(C); characterlist.Remove(C); info.me = null; info.gameObject.SetActive(false); } } }
public void CreateCharacterOnMap(Enemy E_, Mapinfo M) { M.Enemy_E.Add(E_); Enemylist.Add(E_); string number = E_.ID.ToString(); Sprite icon = Resources.Load <Sprite> ("icon/Character_" + number); GameObject G = Instantiate(OBJ_Character, Camera.transform); G.transform.position = new Vector3(M.transform.position.x, M.transform.position.y, 0.0f); G.AddComponent <EnemInfo> (); G.GetComponent <EnemInfo> ().Add(M.mapX, M.mapY, M, E_); Ene_info.Add(G.GetComponent <EnemInfo> ()); Image Img = G.GetComponent <Image> (); Img.sprite = icon; }
public Mapinfo getmap(int x, int y) { Mapinfo m = Mapdata [x, y]; return(m); }
public void move(Mapinfo M) { //if(gm.Turn == GM.GameState.) MovePlayer(M); MoveEnemy(M); }
public void SelectJump(GameObject map) { Mapinfo M = GetSelectMap(map); this.gameObject.GetComponent <CharacterGM> ().ADDCharacterToMap(GGM.Clist[0], M); }
public void ADDCharacterToMap(Enemy E_, Mapinfo M) { CreateCharacterOnMap(E_, M); }
public void Addchararcter(Enemy E, int x, int y) { Mapinfo map = MGM.getmap(x, y); ADDCharacterToMap(E, map); }
public List <EnemInfo> GetRightRow_CharacterE(Mapinfo M) { List <Mapinfo> m = MGM.GetRightRow(M); return(CheckInRange_CharacterE(m)); }
public List <Chainfo> GetLeftRow_Character(Mapinfo M) { List <Mapinfo> m = MGM.GetLeftRow(M); return(CheckInRange_Character(m)); }
public void ADDCharacterToMap(Character C_, Mapinfo M) { CreateCharacterOnMap(C_, M); updateCharacterBox(); }
public void MovePlayer(Mapinfo M) { List <Chainfo> Top = GetTopRow_Character(M); List <Chainfo> Down = GetDownRow_Character(M); List <Chainfo> Left = GetLeftRow_Character(M); List <Chainfo> Right = GetRightRow_Character(M); if (Top.Count != 0) { for (int i = 0; i < Top.Count; i++) { if (Top [i].me != null) { if (Top [i].Y > 0) { updateMap(Top [i]); Top [i].Y -= 1; Updatemove(Top [i]); } } } } if (Down.Count != 0) { for (int i = 0; i < Down.Count; i++) { if (Down [i].me != null) { if (Down [i].Y < MGM.GetmaxY()) { updateMap(Down [i]); Down [i].Y += 1; Updatemove(Down [i]); } } } } if (Left.Count != 0) { for (int i = 0; i < Left.Count; i++) { if (Left [i].me != null) { if (Left [i].X < MGM.GetmaxX()) { updateMap(Left [i]); Left [i].X += 1; Updatemove(Left [i]); } } } } if (Right.Count != 0) { for (int i = 0; i < Right.Count; i++) { if (Right [i].me != null) { if (Right [i].X > 0) { updateMap(Right [i]); Right [i].X -= 1; Updatemove(Right [i]); } } } } }
public void MoveEnemy(Mapinfo M) { List <EnemInfo> Top_E = GetTopRow_CharacterE(M); List <EnemInfo> Down_E = GetDownRow_CharacterE(M); List <EnemInfo> Left_E = GetLeftRow_CharacterE(M); List <EnemInfo> Right_E = GetRightRow_CharacterE(M); //enemy if (Top_E.Count != 0) { for (int i = 0; i < Top_E.Count; i++) { if (Top_E [i].me != null) { if (Top_E [i].Y > 0) { updateMap(Top_E [i]); Top_E [i].Y -= 1; Updatemove(Top_E [i]); } } } } if (Down_E.Count != 0) { for (int i = 0; i < Down_E.Count; i++) { if (Down_E [i].me != null) { if (Down_E [i].Y < MGM.GetmaxY()) { updateMap(Down_E [i]); Down_E [i].Y += 1; Updatemove(Down_E [i]); } } } } if (Left_E.Count != 0) { for (int i = 0; i < Left_E.Count; i++) { if (Left_E [i].me != null) { if (Left_E [i].X < MGM.GetmaxX()) { updateMap(Left_E [i]); Left_E [i].X += 1; Updatemove(Left_E [i]); } } } } if (Right_E.Count != 0) { for (int i = 0; i < Right_E.Count; i++) { if (Right_E [i].me != null) { if (Right_E [i].X > 0) { updateMap(Right_E [i]); Right_E [i].X -= 1; Updatemove(Right_E [i]); } } } } }
public void moveTurn(Mapinfo M) { MoveDelRoad(M); }