示例#1
0
    private void afterManeuver()
    {
        MatchHandlerUtil.applyManeuverBonus(target, maneuverToComplete.Difficulty);

        // TODO Make player chosen an action (if available)
        if (target.transform.GetComponent <ShipProperties>().getLoadedShip().getTokenIdByType(typeof(StressToken)) == 0)
        {
            target.transform.GetComponent <ShipProperties>().getLoadedShip().setNumOfActions(1);
            //Action choser.....
            //target.transform.GetComponent<ShipProperties>().getLoadedShip().setBeforeAction(true);

            GameObject actionChoserPopup = null;
            int        actionIndex       = 0;

            foreach (GameObject go in Resources.FindObjectsOfTypeAll(typeof(GameObject)))
            {
                if (go.name.Equals("ActionChoserPopup"))
                {
                    actionChoserPopup = go;
                }
            }

            if (actionChoserPopup != null)
            {
                // TODO outsource this fragment to UI handler!!!!!!!
                foreach (String action in MatchDatas.getPlayers()[MatchDatas.getActivePlayerIndex()].getActiveShip().getShip().Actions.Action)
                {
                    Image  image  = null;
                    Sprite sprite = Resources.Load <Sprite>(SquadBuilderConstants.IMAGE_FOLDER_NAME + "/" + action.Replace(" ", "-"));

                    Transform     actionIconPrefab = Resources.Load <Transform>(SquadBuilderConstants.PREFABS_FOLDER_NAME + "/" + SquadBuilderConstants.ACTION_ICON);
                    RectTransform rt = (RectTransform)actionIconPrefab;
                    float         actionIconWidth = rt.rect.width;

                    Transform actionIcon = (Transform)GameObject.Instantiate(
                        actionIconPrefab,
                        new Vector3((actionIndex * actionIconWidth) + SquadBuilderConstants.UPGRADE_IMAGE_X_OFFSET + 15, SquadBuilderConstants.UPGRADE_IMAGE_Y_OFFSET - 30, SquadBuilderConstants.UPGRADE_IMAGE_Z_OFFSET),
                        Quaternion.identity
                        );

                    Image actionIconImage = actionIcon.gameObject.GetComponent <Image>();

                    actionIcon.gameObject.AddComponent <ActionSelectorEvents>();
                    actionIcon.gameObject.GetComponent <ActionSelectorEvents>().setActionName(action);
                    actionIcon.transform.SetParent(actionChoserPopup.transform, false);
                    actionIconImage.sprite = sprite;
                    actionIconImage.color  = new Color(actionIconImage.color.r, actionIconImage.color.g, actionIconImage.color.b, 1.0f);

                    actionIndex++;
                }

                actionChoserPopup.SetActive(true);
                PhaseHandlerService.initActionPhase();
            }
        }

        maneuverToComplete = null;
        target             = null;
    }
示例#2
0
    private static void startPlanningPhase()
    {
        MatchDatas.setCurrentPhase(MatchDatas.phases.PLANNING);

        MatchHandlerUtil.hideForceFields();
        MatchHandlerUtil.deleteSelectedManeuvers();
        MatchHandlerUtil.setAIManeuvers();
    }
示例#3
0
    //FOR TESTING ONLY!!!

    void Start()
    {
        DiceRollerBase.setUpDiceRollerBase(ForceMode.VelocityChange, 10.0f);
        MatchHandlerUtil.setInitiativePanel(initiativePanel);

        mocker.mockLocalPlayer();
        mocker.mockPlayerSquadrons();

        matchHandlerService.instantiateShips();

        MatchHandlerUtil.determineInitiative();
    }
示例#4
0
    public void instantiateShips()
    {
        foreach (Player player in MatchDatas.getPlayers())
        {
            int     loopIndex        = 0;
            Vector3 startingPosition = MatchHandlerUtil.getShipCollectionHolderPosition(player.getPlayerID());

            foreach (LoadedShip loadedShip in player.getSquadron())
            {
                Ship       ship             = loadedShip.getShip();
                string     shipType         = ship.ShipId;
                GameObject shipHolderPrefab = (GameObject)Resources.Load(MatchHandlerConstants.PREFABS_FOLDER + "/SmallShipContainerPrefab", typeof(GameObject));
                GameObject shipPrefab       = (GameObject)Resources.Load(MatchHandlerConstants.PREFABS_FOLDER + "/" + shipType, typeof(GameObject));

                //TODO Tweak these coordinates!
                float posX = startingPosition.x + (loopIndex * MatchHandlerConstants.offsetX);
                float posY = startingPosition.y;
                float posZ = startingPosition.z;

                GameObject shipHolderGameObject = (GameObject)GameObject.Instantiate(
                    shipHolderPrefab,
                    new Vector3(posX, posY, posZ),
                    Quaternion.identity
                    );

                // TODO change models, so offset is not needed anymore!
                Vector3 shipOffset = new Vector3(2.81896f * 500.0f, 0.0f, 3.286796f * 500.0f);

                GameObject shipGameObject = (GameObject)GameObject.Instantiate(
                    shipPrefab,
                    shipHolderGameObject.GetComponent <Renderer>().bounds.center + shipOffset,
                    Quaternion.identity
                    );

                shipGameObject.transform.SetParent(shipHolderGameObject.transform, true);

                shipHolderGameObject.GetComponent <ShipProperties>().setLoadedShip(loadedShip);

                /***********************************/
                FiringArc arc = new FiringArc();
                arc.leftBoundary  = -45.0f;
                arc.rightBoundary = 45.0f;
                /***********************************/

                generateFiringArc(shipHolderGameObject, arc);

                loopIndex++;
            }
            ;
        }
    }
示例#5
0
    private static void startActivationPhase()
    {
        MatchHandlerUtil.hideActiveShipHighlighters();
        MatchDatas.setCurrentPhase(MatchDatas.phases.ACTIVATION);
        MatchDatas.setCurrentLevel(0);

        foreach (Player player in MatchDatas.getPlayers())
        {
            foreach (LoadedShip ship in player.getSquadron())
            {
                ship.setHasBeenActivatedThisRound(false);
            }
        }

        MatchHandler.collectUpcomingAvailableShips(true);

        // TODO Active player index is not always right/sufficient!!
        MatchDatas.getPlayers()[MatchDatas.getActivePlayerIndex()].setActiveShip(null);
        MatchDatas.getPlayers()[MatchDatas.getActivePlayerIndex()].setSelectedShip(null);
    }
    void Update()
    {
        if (Input.GetMouseButtonDown(0))
        {
            RaycastHit hitInfo;
            target = ReturnClickedObject(out hitInfo);

            if (target != null)
            {
                if (!grabbed)
                {
                    if ((MatchDatas.getActiveShip() == null || MatchDatas.getActiveShip() != target) && target.GetComponent <ShipProperties>() != null)
                    {
                        MatchHandlerUtil.hideActiveShipHighlighters();
                        MatchHandlerUtil.hideFiringArcs();

                        LoadedShip     activeShip = new LoadedShip();
                        ShipProperties sp         = target.GetComponent <ShipProperties>();

                        activeShip = sp.getLoadedShip();

                        MatchDatas.getPlayers()[MatchDatas.getActivePlayerIndex()].setActiveShip(activeShip);
                        MatchDatas.getPlayers()[MatchDatas.getActivePlayerIndex()].setSelectedShip(activeShip);

                        MatchHandlerUtil.setShipHighlighters(target, true);
                        MatchDatas.setActiveShip(target);
                    }
                }

                if (MatchDatas.getCurrentPhase() == MatchDatas.phases.SQUADRON_PLACEMENT || MatchDatas.getCurrentPhase() == MatchDatas.phases.ASTEROIDS_PLACEMENT)
                {
                    Cursor.visible = false;
                    grabbed        = true;
                    prevPos        = target.transform.position;
                }
                else if (MatchDatas.getCurrentPhase() == MatchDatas.phases.ACTIVATION && target.GetComponent <ShipProperties>() != null)
                {
                    foreach (LoadedShip ship in MatchHandler.getAvailableShips())
                    {
                        if (
                            target.transform.GetComponent <ShipProperties>().getLoadedShip().getShip().ShipId.Equals(ship.getShip().ShipId) &&
                            target.transform.GetComponent <ShipProperties>().getLoadedShip().getPilotId() == ship.getPilotId() &&
                            !target.transform.GetComponent <ShipProperties>().getLoadedShip().isHasBeenActivatedThisRound()
                            )
                        {
                            target.transform.GetComponent <ShipProperties>().getLoadedShip().setHasBeenActivatedThisRound(true);
                            StartCoroutine(GameObject.Find("ScriptHolder").GetComponent <CoroutineHandler>().MoveShipOverTime(target, target.transform.GetComponent <ShipProperties>().getLoadedShip().getPlannedManeuver()));
                        }
                    }
                }
            }
        }

        if (Input.GetMouseButtonUp(0) && grabbed)
        {
            Cursor.visible = true;
            grabbed        = false;

            if (target.GetComponent <ShipProperties>() != null)
            {
                GameObject shipCollection = GameObject.Find("ShipCollection1");
                GameObject setupField     = GameObject.Find("Player1SetupField");

                // TODO check if this part can be simplyfied....
                if (!shipCollection.GetComponent <Collider>().bounds.Contains(target.transform.position) && !setupField.GetComponent <Collider>().bounds.Contains(target.transform.position))
                {
                    target.transform.position = prevPos;
                }
                else
                {
                    if (setupField.GetComponent <Collider>().bounds.Contains(target.transform.position) && shipCanBeMoved())
                    {
                        togglePositionConfirmButton(true);
                    }
                }

                if (!setupField.GetComponent <Collider>().bounds.Contains(target.transform.position))
                {
                    togglePositionConfirmButton(false);
                }
                // TODO check if this part can be simplyfied....
            }

            if (target.GetComponent <AsteroidProperties>() != null)
            {
                GameObject playField = GameObject.Find("Playfield");

                // TODO Check distance from playfield borders and other asteroids!!
                if (!playField.GetComponent <Collider>().bounds.Contains(target.transform.position) || isAsteroidTooClose())
                {
                    target.transform.position = prevPos;
                }
                else
                {
                    if (allAsteroidsAreInsidePlayfield())
                    {
                        togglePositionConfirmButton(true);
                    }
                }
            }
        }

        if (grabbed && MatchDatas.getCurrentPhase() == MatchDatas.phases.SQUADRON_PLACEMENT && shipCanBeMoved())
        {
            if (Input.GetAxis("Mouse ScrollWheel") > 0f) // forward
            {
                target.transform.RotateAround(target.transform.position, target.transform.TransformDirection(Vector3.up), 2.5f);
            }
            else if (Input.GetAxis("Mouse ScrollWheel") < 0f) // backwards
            {
                target.transform.RotateAround(target.transform.position, target.transform.TransformDirection(Vector3.up), -2.5f);
            }
        }
    }
示例#7
0
    // TODO Can we make the method calls inside to run only ONCE(!), when necessary?? Custom eventhandling maybe????
    void Update()
    {
        matchHandlerService.levitateShips();
        matchHandlerService.rotateAsteroids();

        if (Input.GetKey("escape"))
        {
            // TODO Not active player, LOCAL PLAYER!!! (Maybe simply hiding the panel on the client side is enough....)
            MatchDatas.getPlayers()[MatchDatas.getActivePlayerIndex()].setSelectedShip(null);
            //guiHandler.hideGameObject(PilotCardPanel);
        }

        //THIS IS ONLY FOR TESTING MOVEMENTS!!!!!! DELETE LATER ON!!!! (Also, ADD UNIQUE IDs during squad building to ships and pilots!!!! [use something like: playerIndex_shipIndex])
        Maneuver man = new Maneuver();

        man.Difficulty = "1";

        for (int i = 0; i < keyCodes.Length; i++)
        {
            if (Input.GetKeyDown(keyCodes[i]))
            {
                int  n;
                bool isNumeric = int.TryParse(keyCodes[i], out n);

                if (isNumeric)
                {
                    int s = Int32.Parse(keyCodes[i]);
                    if (s < 6)
                    {
                        man.Bearing = "straight";
                        man.Speed   = keyCodes[i];
                    }
                    else
                    {
                        man.Bearing = "koiogran";
                        man.Speed   = (s - 5).ToString();
                    }
                }
                else
                {
                    switch (keyCodes[i])
                    {
                    case "v":
                    case "g":
                    case "t":
                    case "i":
                    case "k":
                    case "m":
                        man.Bearing = "turn_left";
                        man.Speed   = "1";

                        if (keyCodes[i].Equals("i") || keyCodes[i].Equals("k") || keyCodes[i].Equals("m"))
                        {
                            man.Bearing = "turn_right";
                        }

                        if (keyCodes[i].Equals("g") || keyCodes[i].Equals("k"))
                        {
                            man.Speed = "2";
                        }

                        if (keyCodes[i].Equals("t") || keyCodes[i].Equals("i"))
                        {
                            man.Speed = "3";
                        }

                        break;

                    case "b":
                    case "h":
                    case "z":
                    case "u":
                    case "j":
                    case "n":
                        man.Bearing = "bank_left";
                        man.Speed   = "1";

                        if (keyCodes[i].Equals("u") || keyCodes[i].Equals("j") || keyCodes[i].Equals("n"))
                        {
                            man.Bearing = "bank_right";
                        }

                        if (keyCodes[i].Equals("h") || keyCodes[i].Equals("j"))
                        {
                            man.Speed = "2";
                        }

                        if (keyCodes[i].Equals("z") || keyCodes[i].Equals("u"))
                        {
                            man.Speed = "3";
                        }

                        break;
                    }
                }
            }
        }

        //THIS IS ONLY FOR TESTING MOVEMENTS!!!!!! DELETE LATER ON!!!!
        //StartCoroutine(GameObject.Find("ScriptHolder").GetComponent<CoroutineHandler>().MoveShipOverTime(GameObject.FindGameObjectsWithTag("SmallShipContainer")[1], man));
        //THIS IS ONLY FOR TESTING MOVEMENTS!!!!!! DELETE LATER ON!!!!

        if (MatchDatas.getPlayers()[MatchDatas.getActivePlayerIndex()].getSelectedhip() != null)
        {
            //TODO Check if comparing pilot names is enough/the right way!!!!!!!
            if (!PilotCardPanel.transform.Find("PilotName").gameObject.GetComponent <UnityEngine.UI.Text>().text.Equals(MatchDatas.getPlayers()[MatchDatas.getActivePlayerIndex()].getSelectedhip().getPilot().Name.ToLower()))
            {
                guiHandler.hideGameObject(PilotCardPanel);
            }

            if (!PilotCardPanel.activeSelf)
            {
                guiHandler.showPilotCard(PilotCardPanel);
                matchHandlerService.showFiringArc(matchHandlerService.getShipHolderForShip(MatchDatas.getPlayers()[MatchDatas.getActivePlayerIndex()].getSelectedhip()));

                if (MatchDatas.getCurrentPhase() == MatchDatas.phases.PLANNING && MatchHandlerUtil.isPlayersOwnShip())
                {
                    guiHandler.showManeuverSelector(PilotCardPanel);
                }
            }
        }
        else
        {
            MatchHandlerUtil.hideActiveShipHighlighters();
            MatchHandlerUtil.hideFiringArcs();
            MatchDatas.setActiveShip(null);
            guiHandler.hideGameObject(PilotCardPanel);
        }

        if (MatchDatas.getCurrentPhase() == MatchDatas.phases.SQUADRON_PLACEMENT)
        {
            updateInfoPanel(SQUADRON_PLACEMENT_INFO);
        }

        if (MatchDatas.getCurrentPhase() == MatchDatas.phases.PLANNING)
        {
            updateInfoPanel(PLANNING_INFO);

            if (MatchHandlerUtil.maneuversPlanned())
            {
                updateInfoPanel(EMPTY_TEXT);
                PhaseHandlerService.nextPhase();
            }
        }

        if (MatchDatas.getCurrentPhase() == MatchDatas.phases.ACTIVATION)
        {
            // TODO Only show this to the current player!!
            if (availableShips.Count > 1)
            {
                foreach (LoadedShip ship in availableShips)
                {
                    foreach (GameObject go in GameObject.FindGameObjectsWithTag("SmallShipContainer"))
                    {
                        if (go.transform.GetComponent <ShipProperties>().getLoadedShip().getShip().ShipId.Equals(ship.getShip().ShipId) && go.transform.GetComponent <ShipProperties>().getLoadedShip().getPilotId() == ship.getPilotId())
                        {
                            updateInfoPanel(MULTIPLE_AVAILABLE_SHIPS_INFO);
                            MatchHandlerUtil.setShipHighlighters(go, true);
                        }
                    }
                }
            }
            else if (availableShips.Count == 1)
            {
                // DUPLICATED IN GameObjectDragAndDrop!!
                foreach (GameObject go in GameObject.FindGameObjectsWithTag("SmallShipContainer"))
                {
                    if (
                        go.transform.GetComponent <ShipProperties>().getLoadedShip().getShip().ShipId.Equals(availableShips[0].getShip().ShipId) &&
                        go.transform.GetComponent <ShipProperties>().getLoadedShip().getPilotId() == availableShips[0].getPilotId() &&
                        !go.transform.GetComponent <ShipProperties>().getLoadedShip().isHasBeenActivatedThisRound()
                        )
                    {
                        go.transform.GetComponent <ShipProperties>().getLoadedShip().setHasBeenActivatedThisRound(true);
                        StartCoroutine(GameObject.Find("ScriptHolder").GetComponent <CoroutineHandler>().MoveShipOverTime(go, go.transform.GetComponent <ShipProperties>().getLoadedShip().getPlannedManeuver()));
                    }
                }
            }
            else
            {
                updateInfoPanel(EMPTY_TEXT);
                MatchHandlerUtil.hideActiveShipHighlighters();
                PhaseHandlerService.nextPhase();
            }
        }
    }