skeleton-wars/Assets/TurnManagerScript.cs
2016-10-29 07:07:41 +02:00

114 lines
2.8 KiB
C#

using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
public class TurnManagerScript : MonoBehaviour {
public int turnNum = 0;
public int playerNum = 2;
public int iaNum = 0;
public bool inTurn = true;
//public List<List<GameObject> > charList;
public List<int> terrain;
public List<GameObject> charMap;
public Vector2 mapSize;
private int actualPlayer;
private int actualNumChars;
private int actualNumFinishedChars;
public GameObject cursor;
private float accTime;
private float timeStep;
private float timeExp;
private float timeExpStep;
private float timeExpLimit;
// Use this for initialization
void Start () {
//Estamos en turno
inTurn = true;
actualPlayer = 0;
actualNumChars = 1;//charList [actualPlayer].Count;
// Characters that have finished its actions
actualNumFinishedChars = 0;
timeStep = 0.4f;
timeExp = 0.0f;
timeExpStep = 0.05f;
timeExpLimit = 0.3f;
cursor = Instantiate (cursor, new Vector3 (1.0f, 1.5f, 1.0f), Quaternion.identity) as GameObject;
cursor.transform.Rotate (new Vector3(90, 0, 0));
}
// Update is called once per frame
void Update () {
accTime += Time.deltaTime;
if (Input.GetKey (KeyCode.LeftArrow) && 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.RightArrow) && accTime > (timeStep-timeExp)) {
accTime -= (timeStep - timeExp);
if (timeExp < timeExpLimit) timeExp += timeExpStep;
cursor.transform.Translate (1f, 0, 0);
} else if (Input.GetKeyUp (KeyCode.RightArrow)) {
timeExp = 0.0f;
}
if (Input.GetKey (KeyCode.UpArrow) && accTime > (timeStep-timeExp)) {
accTime -= (timeStep - timeExp);
if (timeExp < timeExpLimit) timeExp += timeExpStep;
cursor.transform.Translate (0, 1f, 0);
} else if (Input.GetKeyUp (KeyCode.UpArrow)) {
timeExp = 0.0f;
}
if (Input.GetKey (KeyCode.DownArrow) && accTime > (timeStep-timeExp)) {
accTime -= (timeStep - timeExp);
if (timeExp < timeExpLimit) timeExp += timeExpStep;
cursor.transform.Translate (0, -1f, 0);
} else if (Input.GetKeyUp (KeyCode.DownArrow)) {
timeExp = 0.0f;
}
if (actualNumFinishedChars == actualNumChars) {
changeTeam ((actualPlayer + 1) % playerNum);
}
}
// Attack position (i,j) -> row i, column j
void execute(Action<GameObject> act, int i, int j) {
GameObject c = charMap [i * (int) mapSize.x + j];
act (c);
}
void attack(int i, int j, params int[] altParams ) {
}
void attackRange (int i, int j, int k, int l, params int[] altParams ) {
}
void changeTeam (int newTeam) {
actualPlayer = newTeam;
//actualNumChars = charList [actualPlayer].Count;
actualNumFinishedChars = 0;
}
}