示例#1
0
        /// <summary>
        /// Selects a cell
        /// </summary>
        /// <param name="cell">Cell to select</param>
        public void ProcessSelection(CellController cell)
        {
            if (this.IsOccupied(cell.Coordinate))
            {
                var unit = this.GetUnit(cell);
                this.ProcessSelection(unit);
                return;
            }

            if (this.selection != null && this.TurnController.UnitMoved == null)
            {
                if (this.selection.CanMove(cell.Coordinate))
                {
                    this.Move(this.selection.Coordinate, cell.Coordinate);
                    this.TurnController.HandleUnitMove(this.selection);
                    var temp = this.selection;
                    this.CancelSelection();
                    this.ProcessSelection(temp);
                }
                else
                {
                    this.CancelSelection();
                }
            }
        }
示例#2
0
        /// <summary>
        /// Initialize the board controller
        /// </summary>
        public void Start()
        {
            this.Cells = new CellController[(this.GridSize * 2) + 1, (this.GridSize * 2) + 1];
            this.Units = new Unit[(this.GridSize * 2) + 1, (this.GridSize * 2) + 1];

            for (int i = -1 * this.GridSize; i <= this.GridSize; i++)
            {
                for (int j = -1 * this.GridSize; j <= this.GridSize; j++)
                {
                    if (HexDistance.Distance(0, 0, i, j) <= this.GridSize)
                    {
                        float x = i;
                        if (Math.Abs(j) % 2 == 1)
                        {
                            x = i + 0.5f;
                        }

                        var hex = (CellController)Instantiate(this.HexCellPrefab);
                        hex.transform.position = new Vector3(x * this.XScale, this.YPosition, j * this.ZScale);

                        CellCoordinate cellCoord = WorldToGameConverter.ConvertWorldToCell(hex.transform.position, this.ZScale);
                        hex.gameObject.name = "(" + cellCoord.X + ", " + cellCoord.Y + ")";
                        this.SetCell(cellCoord.X, cellCoord.Y, hex);
                        CellController cellController = hex.GetComponent <CellController>();
                        cellController.BoardController = this;
                        cellController.Coordinate      = cellCoord;
                    }
                }
            }
        }
示例#3
0
        /// <summary>
        /// Highlights a list of cells
        /// </summary>
        /// <param name="list">List of coordinates</param>
        /// <param name="mode">Cell highlight mode</param>
        public void HighlightCells(IList <CellCoordinate> list, CellHighlightMode mode)
        {
            List <CellController> cells = new List <CellController>();

            foreach (CellCoordinate c in list)
            {
                CellController cell = this.GetCell(c);
                if (cell != null)
                {
                    cells.Add(cell);
                }
            }

            this.HighlightCells(cells, mode);
        }
示例#4
0
        /// <summary>
        /// Spawns a unit
        /// </summary>
        /// <param name="unitType">Type of unit to spawn</param>
        /// <param name="coord">Location to spawn it</param>
        /// <param name="owner">Owner of the unit</param>
        public void SpawnUnit(UnitType unitType, CellCoordinate coord, PlayerController owner)
        {
            Unit prefab;

            switch (unitType)
            {
            case UnitType.Cube:
                prefab = this.CubeUnitPrefab;
                break;

            case UnitType.Pyramid:
                prefab = this.PyramidUnitPrefab;
                break;

            case UnitType.Arrow:
                prefab = this.ArrowUnitPrefab;
                break;

            default:
                prefab = null;
                break;
            }

            CellController cell = this.GetCell(coord.X, coord.Y);

            if (prefab != null && cell != null && !this.IsOccupied(coord))
            {
                Vector3 cellLoc = cell.transform.position;
                var     unit    = (Unit)Instantiate(prefab);
                unit.transform.position           = new Vector3(cellLoc.x, unit.transform.position.y, cellLoc.z);
                unit.BoardController              = this;
                unit.Coordinate                   = coord;
                unit.Mesh.renderer.material.color = owner.Color;
                unit.LookAt(new Vector3(0f, 0f, 0f), true);
                this.SetUnit(coord.X, coord.Y, unit);
                owner.AddUnit(unit);
            }
        }
示例#5
0
 /// <summary>
 /// Gets any units on a given cell
 /// </summary>
 /// <param name="cell">Cell to inspect</param>
 /// <returns>Any units standing on the cell</returns>
 private Unit GetUnit(CellController cell)
 {
     return(this.GetUnit(cell.Coordinate));
 }
示例#6
0
 /// <summary>
 /// Assigns a cell controller to a certain coordinate
 /// </summary>
 /// <param name="coord">Cell coordinate</param>
 /// <param name="cell">Cell to assign</param>
 private void SetCell(CellCoordinate coord, CellController cell)
 {
     this.SetCell(coord.X, coord.Y, cell);
 }
示例#7
0
 /// <summary>
 /// Assigns a cell controller to a certain coordinate
 /// </summary>
 /// <param name="x">X coordinate</param>
 /// <param name="y">Y coordinate</param>
 /// <param name="cell">Cell to assign</param>
 private void SetCell(int x, int y, CellController cell)
 {
     this.Cells[x + this.GridSize, y + this.GridSize] = cell;
 }