示例#1
0
    public override void tick()
    {
        if (toLaunch != null)
        {
            // If we're not waiting to receive event finished from Mover.
            if (movement == null)
            {
                // That means that, we're in the right position so...
                IsoUnity.Game.main.enqueueEvent(toLaunch);
                toLaunch = null;

                // Look to the action
                if (actionCell || actionEntity)
                {
                    IsoUnity.Entities.Mover.Direction toLook = IsoUnity.Entities.Mover.getDirectionFromTo(Entity.transform, actionEntity ? actionEntity.transform : actionCell.transform);
                    IsoUnity.GameEvent ge = new IsoUnity.GameEvent("turn");
                    ge.setParameter("mover", Entity.mover);
                    ge.setParameter("direction", toLook);
                    IsoUnity.Game.main.enqueueEvent(ge);
                }

                actionCell   = null;
                actionEntity = null;
            }
        }

        if (!registered)
        {
            IsoUnity.ControllerManager.onControllerEvent += this.onControllerEvent;
            registered = true;
        }
    }
示例#2
0
    //crear una clase abstracta en vez de Skill, que permita todas las dif posibilidades de seleccion de movimiento, ataque, habilidades...
    //Cambiar void a IEnumerator por si nos interesa que el vento no termine nada mas seleccionar la casilla. Importante
    public IEnumerator SelectCell(Cell cell, Skill skill, Entity entity = null)
    {
        var ge = Current;

        Painter paint = new Painter();

        //painting the accesible cells for the used skill
        paint.paintCells(cell, skill, colorTextures[skill.getTypeOfDamage()], entity);



        //busqueda recursiva
        //Usar el trazador de rutas de IsoUnity
        //si devuelve null es que el personaje no puede llegar a la celda,
        //si devuelv
        // IsoUnity.Cell[] vecinos = cell.Map.getNeightbours(cell);
        //sistema nativo de isounity para bloqueos
        // vecinos[0].isAccesibleBy()
        //can block me es diferente a blocks, bloquea a todo lo que quiera acceder
        //  vecinos[0].Entities[0].mover.blocks = false;
        //SolidBody interfaz para calcular enemigo/amigo bloqueo


        //create the new arrow
        GameObject obj = cell.addDecoration(cell.transform.position + new Vector3(0, cell.WalkingHeight, 0), 0, false, true, arrowDecoration);

        arrow = obj.AddComponent <CellSelectionArrow>();
        IsoUnity.Entities.Entity ent = obj.AddComponent <IsoUnity.Entities.Entity>();
        var previousTarget           = CameraManager.Instance.Target;

        StartCoroutine(Game.FindObjectOfType <CameraManager>().LookTo(obj, false));

        ent.mover.blocks = false;
        ent.Position     = cell;
        cell.Map.registerEntity(ent);

        // Wait until selection
        while (!paint.accesibleCell(cellSelected))
        {
            yield return(new WaitUntil(() => cellSelected != null));
        }

        paint.removePaint(cell, skill, entity);
        StartCoroutine(Game.FindObjectOfType <CameraManager>().LookTo(previousTarget, false));
        Game.main.eventFinished(ge, new Dictionary <string, object>()
        {
            { "cellSelected", cellSelected }
        });

        cellSelected = null;

        //Destroy the arrow and create a new one
        if (arrow != null)
        {
            Cell selectedCell = arrow.Entity.Position;
            arrow.Entity.Position.Map.unRegisterEntity(arrow.Entity);
            GameObject.DestroyImmediate(arrow.gameObject);
        }
    }