示例#1
0
        /// <summary>
        /// Frankensteined version of the priority update method to ensure tagging is able when the server says so
        /// </summary>
        public void OnTaggablePlayers()
        {
            // In case there were no collidings before.
            m_MainPanel.gameObject.SetActive(true);
            m_Switch.gameObject.SetActive(false);

            if (m_AllGameObjectsInRadius.Count + 1 > 1)
            {
                m_ListPanel.gameObject.SetActive(true);
                m_Switch.gameObject.SetActive(true);
            }

            int lengthEnum = Enum.GetValues(typeof(Priority)).Cast <Priority>().Count();

            int[] priorityPresence = new int[lengthEnum];
            for (int i = 0; i < priorityPresence.Length; i++)
            {
                priorityPresence[i] = 0;
            }

            // Set temp priority to lowest
            int tempPriority = 0;
            int priorityNbr  = 0;

            //loop through all gos in radius
            string   tag;
            Priority tempP;

            for (int i = 0; i < m_AllGameObjectsInRadius.Count; i++)
            {
                tag = m_AllGameObjectsInRadius[i].tag;
                if (tag == "Treasure")                 //todo make switch case
                {
                    /*Square */
                    Debug.Log("tag == Treasure");
                    if (m_AllGameObjectsInRadius[i].GetComponent <Square>().Team == m_Person.Team)
                    {
                        tempP = Priority.Treasure;
                    }
                    else
                    {
                        tempP = Priority.TreasureEnemy;
                    }
                }
                else if (tag == "Square")
                {
                    tempP = Priority.EnemyDistrict;
                }
                else if (tag == "Bank")
                {
                    tempP = Priority.Bank;
                    GameObject bank       = m_AllGameObjectsInRadius[i];
                    Bank       bankScript = bank.GetComponent <Bank>();
                    if (bankScript != null)
                    {
                        CurrentGame.Instance.nearBank = bankScript.BankId;
                    }
                }
                else if (tag.Equals("TradingPost", StringComparison.InvariantCultureIgnoreCase))
                {
                    GameObject  tp       = m_AllGameObjectsInRadius[i];
                    TradingPost tpScript = tp.GetComponent <TradingPost>();

                    if (tpScript != null)
                    {
                        CurrentGame.Instance.nearTP = tpScript.TPId;
                    }
                    tempP = Priority.TradingPost;
                }
                else
                {
                    tempP = (Priority)Enum.Parse(typeof(Priority), tag);
                }

                if (m_AllGameObjectsInRadius[i].GetComponentInParent <CapturableDistrict>() == null)
                {
                    priorityNbr = (int)tempP;
                    priorityPresence[priorityNbr] = 1;
                }

                if (priorityNbr > tempPriority)
                {
                    if (m_AllGameObjectsInRadius[i].GetComponentInParent <CapturableDistrict>() == null)
                    {
                        tempPriority = priorityNbr;
                    }
                }
            }


            //do one mock loop for the taggable players as we know they are presentstring tag = m_AllGameObjectsInRadius[i].tag;
            tempP       = Priority.Enemy;
            priorityNbr = (int)tempP;
            priorityPresence[priorityNbr] = 1;
            if (priorityNbr > tempPriority)
            {
                tempPriority = priorityNbr;
            }

            // if there is a new highestpriority, do next lines
            m_HighestPriority = tempPriority;
            Button        mainButton = null;
            RectTransform tempPanel  = null;

            //Make room for new mainbutton
            if (m_MainPanel.childCount > 0)
            {
                for (int i = 0; i < m_MainPanel.childCount; i++)
                {
                    Destroy(m_MainPanel.GetChild(i).gameObject);
                }
            }

            if (m_HighestPriority != 0)
            {
                mainButton = Instantiate(m_Buttons[m_HighestPriority], transform.position, transform.rotation, m_MainPanel);
                mainButton.transform.Find("Text").GetComponent <Text>().text = m_ButtonNames[m_HighestPriority];
            }

            if (((Priority)m_HighestPriority).ToString() == "Enemy")
            {
                if (!robStatus.RecentlyGotRobbed)
                {
                    mainButton.GetComponent <Button>().onClick.AddListener(() => m_Person.Rob());
                }
            }
            else
            {
                //names of the panels need to be the same as the priorities & layernames
                for (int j = 0; j < m_Panels.Length; j++)
                {
                    if (m_Panels[j].name == ((Priority)m_HighestPriority).ToString())
                    {
                        if ("Enemy" != ((Priority)m_HighestPriority).ToString())
                        {
                            tempPanel = m_Panels[j];
                            mainButton.GetComponent <Button>().onClick.AddListener(() => buttonClicked(tempPanel));
                        }
                    }
                }
            }

            // For all priorities, check if more buttons are needed in listpanel
            for (int i = priorityPresence.Length - 1; i >= 0; i--)
            {
                //we dont want mainbutton in the listpanel
                if (i != m_HighestPriority)
                {
                    //Spawn specific priority button
                    if (m_CurrentButtons[i] == 0 && priorityPresence[i] == 1)
                    {
                        Button tempB = (Button)Instantiate(m_Buttons[i], transform.position, transform.rotation, m_ListPanel);
                        tempB.transform.Find("Text").GetComponent <Text>().text = m_ButtonNames[i];
                        tempPanel = null;
                        for (int j = 0; j < m_Panels.Length; j++)
                        {
                            if (m_Panels[j].name == ((Priority)i).ToString())
                            {
                                tempPanel = m_Panels[j];
                            }
                        }
                        if (tempPanel != null)
                        {
                            tempB.GetComponent <Button>().onClick.AddListener(() => buttonClicked(tempPanel));
                        }

                        // 1 indicates that the button of the specific priority is present in the listpanel
                        m_CurrentButtons[i] = 1;
                        m_NumberOfButtonsInlistPanel++;
                    }
                    if ((m_CurrentButtons[i] == 1 && priorityPresence[i] == 0))
                    {
                        TryToDestroyIndexOfListPanel(i);
                    }
                }
                else
                {
                    TryToDestroyIndexOfListPanel(i);
                }
            }
        }
示例#2
0
        /// <summary>
        /// Handles all logic for adding and removing buttons from the action button list. TODO: Split up in more managable functions
        /// </summary>
        public void PriorityUpdate(List <GameObject> allGameObjectsInRadius)
        {
            if (allGameObjectsInRadius.Count > 0)
            {
                // In case there were no collidings before.
                m_MainPanel.gameObject.SetActive(true);
                m_Switch.gameObject.SetActive(false);

                if (allGameObjectsInRadius.Count > 1)                 //todo change check so that button holder does not display when no buttons
                {
                    m_ListPanel.gameObject.SetActive(true);
                    m_Switch.gameObject.SetActive(true);
                }

                int   lengthEnum       = Enum.GetValues(typeof(Priority)).Cast <Priority>().Count();
                int[] priorityPresence = new int[lengthEnum];
                for (int i = 0; i < priorityPresence.Length; i++)
                {
                    priorityPresence[i] = 0;
                }

                // Set temp priority to lowest
                int tempPriority = 0;
                int priorityNbr  = 0;

                //Check with the tag of the gameObject, which priority it has in the enum,
                // If the priority is higher then the current, update the priority
                Priority tempP;
                for (int i = 0; i < allGameObjectsInRadius.Count; i++)
                {
                    string tag = allGameObjectsInRadius[i].tag;
#if (UNITY_EDITOR)
                    Debug.Log("priority update: " + tag + " And name of object: " + allGameObjectsInRadius[i].name);
#endif
                    if (tag == "Treasure")                     //todo make switch case
                    {
                        /*Square */
                        Debug.Log("tag == Treasure");
                        if (allGameObjectsInRadius[i].GetComponent <Square>().Team.teamName == m_Person.Team.teamName)
                        {
                            tempP = Priority.Treasure;
                        }
                        else
                        {
                            tempP = Priority.TreasureEnemy;
                        }
                    }
                    else if (tag == "Square")
                    {
                        tempP = Priority.EnemyDistrict;
                    }
                    else if (tag == "Bank")
                    {
                        tempP = Priority.Bank;
                        GameObject bank       = allGameObjectsInRadius[i];
                        Bank       bankScript = bank.GetComponent <Bank>();
                        if (bankScript != null)
                        {
                            CurrentGame.Instance.nearBank = bankScript.BankId;
                        }
                    }
                    else if (tag.Equals("TradingPost", StringComparison.InvariantCultureIgnoreCase))
                    {
                        GameObject  tp       = allGameObjectsInRadius[i];
                        TradingPost tpScript = tp.GetComponent <TradingPost>();

                        if (tpScript != null)
                        {
                            CurrentGame.Instance.nearTP = tpScript.TPId;
                        }
                        tempP = Priority.TradingPost;
                    }
                    else
                    {
                        if ((Priority)Enum.Parse(typeof(Priority), tag) != Priority.Enemy)                        //exclude enemies from this check
                        {
                            tempP = (Priority)Enum.Parse(typeof(Priority), tag);
                        }
                        else
                        {
                            continue;                             //if is enemy skip loop iteration
                        }
                    }

                    if (allGameObjectsInRadius[i].GetComponentInParent <CapturableDistrict>() == null)
                    {
                        priorityNbr = (int)tempP;
                        priorityPresence[priorityNbr] = 1;
                    }

                    if (priorityNbr > tempPriority)
                    {
                        if (allGameObjectsInRadius[i].GetComponentInParent <CapturableDistrict>() == null)
                        {
                            tempPriority = priorityNbr;
                        }
                    }
                }


                //just in case check for players
                //this should be a shorter version of one loop from the above loop
                if (CurrentGame.Instance.TagablePlayers.Count > 0)
                {
                    tempP       = Priority.Enemy;
                    priorityNbr = (int)tempP;
                    priorityPresence[priorityNbr] = 1;
                    if (priorityNbr > tempPriority)
                    {
                        tempPriority = priorityNbr;
                    }
                }


                // if there is a new highestpriority, do next lines

                m_HighestPriority = tempPriority;
                Button        mainButton = null;
                RectTransform tempPanel  = null;

                //Make room for new mainbutton
                if (m_MainPanel.childCount > 0)
                {
                    for (int i = 0; i < m_MainPanel.childCount; i++)
                    {
                        Destroy(m_MainPanel.GetChild(i).gameObject);
                    }
                }

                if (m_HighestPriority != 0)
                {
                    mainButton = Instantiate(m_Buttons[m_HighestPriority], transform.position, transform.rotation, m_MainPanel);
                    mainButton.transform.Find("Text").GetComponent <Text>().text = m_ButtonNames[m_HighestPriority];
                }

                if (((Priority)m_HighestPriority).ToString() == "Enemy")
                {
                    if (!robStatus.RecentlyGotRobbed)
                    {
                        mainButton.GetComponent <Button>().onClick.AddListener(() => m_Person.Rob());
                    }
                }
                else
                {
                    //names of the panels need to be the same as the priorities & layernames
                    for (int j = 0; j < m_Panels.Length; j++)
                    {
                        if (m_Panels[j].name == ((Priority)m_HighestPriority).ToString())
                        {
                            if ("Enemy" != ((Priority)m_HighestPriority).ToString())
                            {
                                tempPanel = m_Panels[j];
                                mainButton.GetComponent <Button>().onClick.AddListener(() => buttonClicked(tempPanel));
                            }
                        }
                    }
                }

                // For all priorities, check if more buttons are needed in listpanel
                for (int i = priorityPresence.Length - 1; i >= 0; i--)
                {
                    //we dont want mainbutton in the listpanel
                    if (i != m_HighestPriority)
                    {
                        //Spawn specific priority button
                        if (m_CurrentButtons[i] == 0 && priorityPresence[i] == 1)
                        {
                            Button tempB = (Button)Instantiate(m_Buttons[i], transform.position, transform.rotation, m_ListPanel);
                            tempB.transform.Find("Text").GetComponent <Text>().text = m_ButtonNames[i];
                            tempPanel = null;
                            for (int j = 0; j < m_Panels.Length; j++)
                            {
                                if (m_Panels[j].name == ((Priority)i).ToString())
                                {
                                    tempPanel = m_Panels[j];
                                }
                            }
                            if (tempPanel != null)
                            {
                                tempB.GetComponent <Button>().onClick.AddListener(() => buttonClicked(tempPanel));
                            }

                            // 1 indicates that the button of the specific priority is present in the listpanel
                            m_CurrentButtons[i] = 1;
                            m_NumberOfButtonsInlistPanel++;
                        }
                        if ((m_CurrentButtons[i] == 1 && priorityPresence[i] == 0))
                        {
                            TryToDestroyIndexOfListPanel(i);
                        }
                    }
                    else
                    {
                        TryToDestroyIndexOfListPanel(i);
                    }
                }
            }
            else
            {
                m_MainPanel.gameObject.SetActive(false);
                m_ListPanel.gameObject.SetActive(false);
                m_Switch.gameObject.SetActive(false);
            }
        }