示例#1
0
        public Move_Billy(BoardElement piece, Vector2i newPos)
        {
            Piece  = piece;
            NewPos = newPos;

            UnityEngine.Assertions.Assert.IsFalse(piece.IsCursed);
        }
示例#2
0
文件: Board.cs 项目: heyx3/FiaCR
        private void ResetArrays()
        {
            //Reset the actual arrays.
            int size = (int)BoardSize;

            Pieces = new BoardElement[size, size];
            Hosts  = new BoardElement[size, size];
            foreach (Vector2i boardPos in Pieces.AllIndices())
            {
                Pieces.Set(boardPos, null);
                Hosts.Set(boardPos, null);
            }

            //Also reset the grid cell sprites.
            if (gridCellsContainer != null)
            {
                Destroy(gridCellsContainer);
            }
            gridCellsContainer = new GameObject("Grid Cells");
            foreach (Vector2i boardPos in AllPoses)
            {
                GameObject cell = new GameObject(boardPos.ToString());
                cell.transform.parent   = gridCellsContainer.transform;
                cell.transform.position = new Vector3(boardPos.x + 0.5f, boardPos.y + 0.5f, 0.0f);

                var spr = cell.AddComponent <SpriteRenderer>();
                spr.sprite       = GridCellSprite;
                spr.sortingOrder = GridCellSortLayer;
            }
        }
示例#3
0
	private void Callback_PieceClicked(InputResponder piece, Vector2 worldMousePos)
	{
		//Clean up any previous moves being displayed.
		if (moveSprites != null)
			SpritePool.Instance.DeallocateSprites(moveSprites);
		moveOptions.Clear();

		activePiece = piece.GetComponent<Gameplay.BoardElement>();
		Gameplay.Move_Billy.GetMoves(Board, activePiece, moveOptions);
		moveSprites = SpritePool.Instance.AllocateSprites(moveOptions.Count, OptionSprite,
														  SpriteLayer, null, "Billy Move");
		for (int i = 0; i < moveSprites.Count; ++i)
		{
			moveSprites[i].transform.position = new Vector3(moveOptions[i].NewPos.x + 0.5f,
															moveOptions[i].NewPos.y + 0.5f,
															0.0f);
			moveSprites[i].transform.localScale = new Vector3(SpriteScale, SpriteScale, 1.0f);
			moveSprites[i].color = SpriteCol;

			var collider = moveSprites[i].gameObject.AddComponent<BoxCollider2D>();

			var responder = moveSprites[i].gameObject.AddComponent<InputResponder>();
			AddResponse(responder, moveOptions[i]);
		}
	}
示例#4
0
        public static void GetMoves(Board board, BoardElement piece, List <Move_Billy> outMoves)
        {
            //Breadth-first search up to a certain distance away.
            //Each "hop" is a valid move as long as the space is empty.
            //Store a "hop" as the current position plus the number of hops left.
            Queue <KeyValuePair <Vector2i, int> > hopsToCheck = new Queue <KeyValuePair <Vector2i, int> >();
            HashSet <Vector2i> alreadyChecked = new HashSet <Vector2i>();

            hopsToCheck.Enqueue(new KeyValuePair <Vector2i, int>(piece.Pos,
                                                                 GameConsts.NSpacesPerBillyMove));
            while (hopsToCheck.Count > 0)
            {
                var hop = hopsToCheck.Dequeue();
                alreadyChecked.Add(hop.Key);

                if (board.Pieces.Get(hop.Key) == null)
                {
                    outMoves.Add(new Move_Billy(piece, hop.Key));
                }

                //Make more hops.
                if (hop.Value > 0)
                {
                    int nextHop = hop.Value - 1;
                    foreach (Vector2i neighborPos in new Vector2i.Neighbors(hop.Key))
                    {
                        if (board.IsInRange(neighborPos) && board.Pieces.Get(neighborPos) == null &&
                            !alreadyChecked.Contains(neighborPos))
                        {
                            hopsToCheck.Enqueue(new KeyValuePair <Vector2i, int>(neighborPos,
                                                                                 nextHop));
                        }
                    }
                }
            }
        }