it's coming

This commit is contained in:
falc@null.net 2016-10-29 15:20:38 +02:00
parent 9898edd922
commit a68e177ab6
4 changed files with 147 additions and 366 deletions

View file

@ -6,9 +6,11 @@ public class Generator : MonoBehaviour {
public GameObject tmanager;
public GameObject mcreator;
public GameObject ucreator;
public GameObject imanager;
TurnManagerScript tScript;
MapCreation mScript;
UnitCreator uScript;
InputManagerScript iScript;
// Use this for initialization
void Start () {
@ -18,9 +20,11 @@ public class Generator : MonoBehaviour {
GameObject turnMan = Instantiate (tmanager);
GameObject mapCreator = Instantiate (mcreator);
GameObject unitCreator = Instantiate (ucreator);
GameObject inputMan = Instantiate (imanager);
tScript = turnMan.GetComponent<TurnManagerScript> ();
mScript = mapCreator.GetComponent<MapCreation> ();
uScript = unitCreator.GetComponent<UnitCreator> ();
iScript = inputMan.GetComponent<InputManagerScript> ();
uScript.mapSize = new Vector2 (20, 40);
int[,] map = new int [x, y];
@ -40,6 +44,7 @@ public class Generator : MonoBehaviour {
uScript.tutorialUnits ();
turnMan.GetComponent<TurnManagerScript> ().unitMap = uScript.getUnitMap ();
turnMan.GetComponent<TurnManagerScript> ().unitList = uScript.getUnitLists ();
inputMan.GetComponent<InputManagerScript> ().setTurnMan(tScript);
}
// Update is called once per frame

View file

@ -56,6 +56,9 @@ MonoBehaviour:
iaNum: 0
inTurn: 1
terrain:
charMap: []
mapSize: {x: 0, y: 0}
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image_move: {fileID: 114000013716489878, guid: d80ae4a7a1bea5d48b549fbf1ef3f3f5,
type: 2}
image_attack: {fileID: 114000012902201940, guid: 8b74ce38e76531b42a1b0af65416b73a,
type: 2}

View file

@ -20,21 +20,7 @@ public class TurnManagerScript : MonoBehaviour {
private int actualNumChars;
private int actualNumFinishedChars;
public GameObject cursor;
public Image image_move;
public Image image_attack;
private float accTime;
private float timeStep;
private float timeExp;
private float timeExpStep;
private float timeExpLimit;
private bool unitSelected;
private bool showActions;
private Image i1;
private Image i2;
// Use this for initialization
void Start () {
@ -46,91 +32,12 @@ public class TurnManagerScript : MonoBehaviour {
// Characters that have finished its actions
actualNumFinishedChars = 0;
timeStep = 0.3f;
timeExp = 0.0f;
timeExpStep = 0.02f;
timeExpLimit = 0.15f;
cursor = Instantiate (cursor, new Vector3 (1.0f, 1.5f, 1.0f), Quaternion.identity) as GameObject;
cursor.transform.Rotate (new Vector3(90, 0, 0));
unitSelected = false;
showActions = false;
}
// Update is called once per frame
void Update () {
accTime += Time.deltaTime;
if (!showActions) {
if (Input.GetKey (KeyCode.A) && accTime > (timeStep - timeExp)) {
accTime -= (timeStep - timeExp);
if (timeExp < timeExpLimit)
timeExp += timeExpStep;
cursor.transform.Translate (-1f, 0, 0);
} else if (Input.GetKeyUp (KeyCode.LeftArrow)) {
timeExp = 0.0f;
}
if (Input.GetKey (KeyCode.D) && accTime > (timeStep - timeExp)) {
accTime -= (timeStep - timeExp);
if (timeExp < timeExpLimit)
timeExp += timeExpStep;
cursor.transform.Translate (1f, 0, 0);
} else if (Input.GetKeyUp (KeyCode.D)) {
timeExp = 0.0f;
}
if (Input.GetKey (KeyCode.W) && accTime > (timeStep - timeExp)) {
accTime -= (timeStep - timeExp);
if (timeExp < timeExpLimit)
timeExp += timeExpStep;
cursor.transform.Translate (0, 1f, 0);
} else if (Input.GetKeyUp (KeyCode.W)) {
timeExp = 0.0f;
}
if (Input.GetKey (KeyCode.S) && accTime > (timeStep - timeExp)) {
accTime -= (timeStep - timeExp);
if (timeExp < timeExpLimit)
timeExp += timeExpStep;
cursor.transform.Translate (0, -1f, 0);
} else if (Input.GetKeyUp (KeyCode.S)) {
timeExp = 0.0f;
}
} else if (showActions) {
if (Input.GetKey (KeyCode.Escape)) {
showActions = false;
unitSelected = false;
DestroyObject (i1);
DestroyObject (i2);
}
}
if (Input.GetKeyUp(KeyCode.Space) && !unitSelected) {
Vector3 tilePosition = cursor.transform.position;
int ipos = (int)tilePosition.z;
int jpos = (int)tilePosition.x;
GameObject c = unitMap [ipos, jpos];
//UnitBehaviour ub = c.GetComponent<UnitBehaviour> ();
if (c != null) {
unitSelected = true;
showActions = true;
GameObject canv = GameObject.Find ("Canvas");
i1 = Instantiate (image_move);
i1.transform.SetParent (canv.transform, false);
i2 = Instantiate (image_attack);
i2.transform.SetParent (canv.transform, false);
}
//Obtener GameObject de la matriz luego extraer sus funciones
//Mostrar opciones y elegir una
//Ejecutar acción
//Profit
}
if (actualNumFinishedChars == actualNumChars) {
changeTeam ((actualPlayer + 1) % playerNum);
@ -157,6 +64,10 @@ public class TurnManagerScript : MonoBehaviour {
actualNumFinishedChars = 0;
}
public GameObject getUnitAtTile(int i, int j) {
return unitMap [i, j];
}
/*void OnGUI(){
if (showActions) {
GUI.Box (new Rect(0, 0, 100, 100), "Move");

View file

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