示例#1
0
//	public IEnumerator CoroutineMoveTowards (int[] intCoords){
//		yield return new WaitForSeconds (3);
//		Debug.Log ("coroutineMoveTowardscalled");
//		float[] newCords = new float[2];
//		newCords [0] = intCoords [0] + 0.5f;
//		newCords [1] = intCoords [1] + 0.5f;
//
////		moveToCoords[0] = intCoords[0] + 0.5f;
////		moveToCoords[1] = intCoords[1] + 0.5f;
//		startMoving = true;
//
//		if (startMoving) {
//			float step = speed * Time.deltaTime;
//			Vector3 TargetPosition = new Vector3 (newCords [0], 0.05f, newCords [1]);
//			transform.position = Vector3.MoveTowards (transform.position, TargetPosition, step);
//
//			if (transform.position == TargetPosition) {
//				startMoving = false;
//				moveToCoords = null;
//
//			}
//
//		}
//
//	}

    public void SplitUnit()
    {
        Debug.Log("Unit split requested");
        RUnit squareDictionaryRUnit = gameController.FindSquareDictionrayUnitByCoords(coords);

        strength = strength / 2;
        squareDictionaryRUnit.strength = strength;

        //Get a random square that is available for this unit to move into , in order to instantiate the new piece into.
        int[]  coordsToInstantiateSplitUnit       = board.possibleMovementCoords [Random.Range(0, board.possibleMovementCoords.Count)]; // get a random avaialbe square that this piece could have moved into that we can place the piece in,
        string stringCoordsToInstantiateSplitUnit = gameController.ConvertArrayToString(coordsToInstantiateSplitUnit);                  //convert these coords to string

        gameController.game.ConstructNewUnit(stringCoordsToInstantiateSplitUnit, allegiance, unitType, strength);                       //create a new unit in the SquareDictionary
        gameController.game.squareDictionary [stringCoordsToInstantiateSplitUnit].unitOccupyingSquare.numMoves = 0;                     // set the new units numMOves to 0;
        board.PlaceUnit(gameController.game.squareDictionary [stringCoordsToInstantiateSplitUnit].unitOccupyingSquare);                 // and now instantiate this piece on the actual board
        board.RegenerateFogOfWar();                                                                                                     //regenerate fog of war (as the unit might have been placed on the border

        //Take a move and sync this unit to the game.squareDictionary RUnit.
        squareDictionaryRUnit.numMoves -= 1;                                                  //take a move
        gameController.SyncSceneUnitToDictionaryUnit(squareDictionaryRUnit, this.gameObject); // and sync this unit's value to the dictionary above.

        board.DeselectPiece();                                                                //clear the selector squares, hide the UnitHUD and deselect the unit in gameController.
    }
示例#2
0
    public void ShowPossibleSquares(int[] intCoords, RUnit unit)
    {
        //After clicking on one of your units, show the squares that you can move to, take and merge with.
        //Debug.Log ("Show Possible Squares called");

        ClearAllSelectorSquares();          // if any are already instantiated for any reason, clear this and the lists that contain the movement squares etc.
        GameObject selectionSquare;


        if (unit.unitType == UnitType.Army)
        {
            for (int x = -1; x <= 1; x++)
            {
                for (int z = -1; z <= 1; z++)
                {
                    Vector3 selectorCoord = new Vector3();

                    selectorCoord.x = intCoords [0] + x + 0.5f;
                    selectorCoord.z = intCoords [1] + z + 0.5f;

                    int[] positionCoords = new int[] { intCoords[0] + x, intCoords[1] + z };

                    string coordsAsString = gameController.ConvertArrayToString(positionCoords);

                    if (selectorCoord.x < 0.5f || selectorCoord.z < 0.5f || selectorCoord.x > gameController.game.boardWidth || selectorCoord.z > gameController.game.boardHeight)
                    {
                        // don't instantiate out of range ie. do nothing (return cancels the loop)
                    }
                    else if (gameController.game.squareDictionary [coordsAsString].squareOccupied)
                    {
                        //if there is a unit there
                        if (gameController.game.squareDictionary [coordsAsString].unitOccupyingSquare.allegiance == unit.allegiance && gameController.game.squareDictionary [coordsAsString].unitOccupyingSquare.unitType == UnitType.Army)
                        {
                            //if it is a unit of my allegiance there

                            if (unit.coords != coordsAsString)
                            {
                                //stops a blue square forming on original position;
                                selectionSquare = blueSelectionSquarePrefab;

                                mergeableSquareCoords.Add(positionCoords);
                                GameObject newUnit = Instantiate(selectionSquare, selectorCoord, Quaternion.identity, selectionSquaresSpawner);
                                newUnit.tag = "selectorSquare";
                            }
                            else
                            {
                                //if we want to instantiate a special square that says where it came from.
                            }
                        }
                        else if (gameController.game.squareDictionary [coordsAsString].unitOccupyingSquare.allegiance == unit.allegiance && gameController.game.squareDictionary [coordsAsString].unitOccupyingSquare.unitType == UnitType.Fortress)
                        {
                            //If the unit in that space is a fortress of my allegiance then do nothing
                        }
                        else
                        {
                            //if it is an enemy unit there
                            selectionSquare = redSelectionSquarePrefab;
                            battleSquareCoords.Add(positionCoords);
                            GameObject newUnit = Instantiate(selectionSquare, selectorCoord, Quaternion.identity, selectionSquaresSpawner);
                            newUnit.tag = "selectorSquare";
                        }
                    }
                    else
                    {
                        //there is no unit there and it is a moveable square
                        selectionSquare = greenSelectionSquarePrefab;
                        GameObject newUnit = Instantiate(selectionSquare, selectorCoord, Quaternion.identity, selectionSquaresSpawner);
                        newUnit.tag = "selectorSquare";
                        possibleMovementCoords.Add(positionCoords);
                    }
                }
            }
        }
    }