示例#1
0
    protected override void Execute(List <PoolEntity> entities)
    {
        if (pool.isNextTurn)
        {
            pool.isNextTurn = false;
        }

        var turnOrder = pool.turnOrder.value;

        if (turnOrder.Empty())
        {
            return; // nothing to do
        }

        if (pool.hasCurrentTurnNode)
        {
            pool.ReplaceCurrentTurnNode(pool.currentTurnNode.value.NextOrFirst());
        }
        else
        {
            pool.SetCurrentTurnNode(turnOrder.First);
        }

        var nextEntity = pool.currentTurnNode.value.Value;
        // delay the next entity becoming active
        var  baseDelay  = nextEntity.turnBased.delay;
        bool onlyEntity = turnBasedEntities.count < 2;
        var  delayTime  = onlyEntity ? baseDelay * 2 : baseDelay;

        pool.CreateEntity()
        .AddCoroutine(ActivateAfterDelay(delayTime, nextEntity));
    }
示例#2
0
    public static PoolEntity PlayAudio(this PoolContext context,
                                       BaseAudioComponent source)
    {
        var e = context.CreateEntity();

        e.AddAudio(source.clips, source.randomizePitch);
        return(e);
    }
示例#3
0
    void SetupScene(int level)
    {
        Debug.Log("Setup level " + level);

        var config    = pool.config;
        var gameBoard = pool.gameBoard;

        if (config.columns != gameBoard.columns || config.rows != gameBoard.rows)
        {
            // Update gameboard to match the current config
            pool.ReplaceGameBoard(config.columns, config.rows);
            gameBoard = pool.gameBoard;
        }

        //Creates the outer walls and floor.
        BoardSetup(gameBoard);
        ResetGridPositions(gameBoard);

        LayoutObjectAtRandom(WALLS, config.wallCountMin, config.wallCountMax, (e, i, ri) =>
        {
            e.AddDestructible(4);
            e.AddDamageSprite(DAMAGED_WALLS[ri]);
        });
        LayoutObjectAtRandom(FOOD, config.foodCountMin, config.foodCountMax, (e, i, ri) =>
        {
            bool soda  = e.resource.prefab == Prefab.Soda;
            int points = soda ? config.sodaPoints : config.foodPoints;
            var audio  = soda ?
                         new [] { Audio.scavengers_soda1, Audio.scavengers_soda2 } :
            new [] { Audio.scavengers_fruit1, Audio.scavengers_fruit2 };
            e.AddFood(points);
            e.AddAudioPickupSource(audio);
        });

        int enemyCount = Mathf.FloorToInt(Mathf.Log(level, 2f)) * config.enemyCountMultiplier;

        LayoutObjectAtRandom(ENEMIES, enemyCount, enemyCount, (e, i, ri) =>
        {
            bool enemy1 = e.resource.prefab == Prefab.Enemy1;
            int dmg     = enemy1 ? config.enemy1Dmg : config.enemy2Dmg;

            // start at 1 because 0 is reserved for player
            e.AddTurnBased(i + 1, config.turnDelay);
            e.isAIMove = true;
            e.AddFoodDamager(dmg);
            e.AddSmoothMove(config.turnDelay);
            e.AddAudioAttackSource(Audio.scavengers_enemy1, Audio.scavengers_enemy2);
        });

        // Create exit
        var exit = pool.CreateEntity();

        exit.AddResource(Prefab.Exit);
        exit.isExit             = true;
        exit.isGameBoardElement = true;
        exit.isDeleteOnExit     = true;
        exit.AddPosition(gameBoard.columns - 1, gameBoard.rows - 1);

        // Create player
        var player = pool.CreateEntity();

        player.AddResource(Prefab.Player);
        player.isGameBoardElement = true;
        player.isDeleteOnExit     = true;
        player.AddPosition(0, 0);
        player.AddSmoothMove(config.turnDelay);
        player.isControllable = true;
        player.AddTurnBased(0, config.turnDelay);
        player.isAIMoveTarget = true;
        player.AddAudioAttackSource(Audio.scavengers_chop1, Audio.scavengers_chop2);
        player.AddAudioDeathSource(Audio.scavengers_die);
        player.AddAudioWalkSource(Audio.scavengers_footstep1, Audio.scavengers_footstep2);
    }