I'm tired
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parent
bf1f1ac586
commit
01cadc4791
3 changed files with 24 additions and 18 deletions
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@ -1,6 +1,6 @@
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fileFormatVersion: 2
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guid: 4828dbfa7343efb49b36490a44cb05d7
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timeCreated: 1477746563
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timeCreated: 1477749872
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licenseType: Free
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MonoImporter:
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serializedVersion: 2
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@ -8,6 +8,7 @@ MonoImporter:
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- tmanager: {fileID: 1000011212613648, guid: 0193d92a24b3bc94aad43f1f8c93643b, type: 2}
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- mcreator: {fileID: 1000013182272914, guid: bd3068e9944aae447a20ec5f0a4784be, type: 2}
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- ucreator: {fileID: 1000012081215776, guid: afbffbb7b9d986345b62d4e4b7969551, type: 2}
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- imanager: {fileID: 1000013132162768, guid: c25c1548ba0651c429c11b0a9718bda8, type: 2}
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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@ -17,9 +17,12 @@ public class InputManagerScript : MonoBehaviour {
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private bool unitSelected;
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private bool showActions;
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private bool actionSelected;
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private Image i1;
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private Image i2;
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private int actionOption;
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private TurnManagerScript tmss;
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// Use this for initialization
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@ -34,7 +37,8 @@ public class InputManagerScript : MonoBehaviour {
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unitSelected = false;
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showActions = false;
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actionOption = -1;
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actionSelected = false;
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}
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// Update is called once per frame
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@ -111,9 +115,14 @@ public class InputManagerScript : MonoBehaviour {
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Color lol = i1.color;
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i1.color = new Color (1f, 0f, 0f);
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i2.color = new Color (1f, 1f, 1f);
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actionOption = 1;
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} else if (Input.GetKeyUp (KeyCode.A)) {
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i2.color = new Color (1f, 0f, 0f);
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i1.color = new Color (1f, 1f, 1f);
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actionOption = 0;
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} else if (Input.GetKeyUp (KeyCode.Space) && actionOption > -1) {
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actionSelected = true;
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unitSelected = false;
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}
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}
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@ -3,30 +3,26 @@ using System.Collections;
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public class MapCreation : MonoBehaviour {
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public int vs = 20;
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public int hs = 40;
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private int vs = 20;
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private int hs = 40;
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public int[,] matrix; //0 significa zona habitable
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//dif de 0 zona no habitable
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public GameObject basic_floor;
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public GameObject nhabitable_floor;
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void Start () {
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GameObject basic_floor_instance;
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//Creacion de suelo plano
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GameObject basic_floor_instance = Instantiate(basic_floor, new Vector3(0,-0.5f,0), Quaternion.identity) as GameObject;
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basic_floor_instance.transform.localScale = new Vector3 (vs, 1, hs);
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basic_floor_instance.transform.Translate((vs / 2) - 0.5f, 0, (hs / 2) - 0.5f);
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//Anadir pilares para zonas inaccesibles
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for(int i = 0; i < vs; i++){
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for(int j = 0; j < hs; j++){
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if(matrix[i,j]==0) basic_floor_instance = Instantiate(basic_floor, new Vector3(i,-0.5f,j), Quaternion.identity) as GameObject;
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else basic_floor_instance = Instantiate(nhabitable_floor, new Vector3(i,0.5f,j), Quaternion.identity) as GameObject;
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if(matrix[i,j]!=0) basic_floor_instance = Instantiate(nhabitable_floor, new Vector3(i,1f,j), Quaternion.identity) as GameObject;
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}
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}
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}
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void Update () {
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}
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public void setMatrix(int[,] new_floor, int x, int z){
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matrix = new_floor;
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vs = x;
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