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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.UI; | |
public class OccupyController : MonoBehaviour { | |
[SerializeField] | |
List<GameObject> soldierList1 = new List<GameObject>(); | |
[SerializeField] | |
List<GameObject> soldierList2 = new List<GameObject>(); | |
[SerializeField] | |
float occpupyGauge = 0; | |
[SerializeField] | |
float occpupyGauge2 = 0; | |
[SerializeField] | |
int occupyState = 0; | |
[SerializeField] | |
ParticleSystem occupyParticle; | |
[SerializeField] | |
Slider occupySlider; | |
[SerializeField] | |
Image occupyFill; | |
[SerializeField] | |
bool stopOccupy = false; | |
[SerializeField] | |
int OccupySpeed =30; | |
// Use this for initialization | |
void Start () { | |
} | |
// Update is called once per frame | |
void Update () { | |
} | |
void OnTriggerEnter(Collider other){ | |
if (other.gameObject.CompareTag ("team1")) { | |
soldierList1.Add (other.gameObject); | |
} | |
if (other.gameObject.CompareTag ("team2")) { | |
soldierList2.Add (other.gameObject); | |
} | |
AreaOccupy (); | |
} | |
void OnTriggerExit(Collider other) | |
{ | |
if (other.gameObject.CompareTag ("team1") && soldierList1.Contains (other.gameObject)) { | |
stopOccupy = false; | |
soldierList1.Remove(other.gameObject); | |
} | |
if (other.gameObject.CompareTag ("team2") && soldierList2.Contains (other.gameObject)) { | |
stopOccupy = false; | |
soldierList2.Remove(other.gameObject); | |
} | |
AreaOccupy (); | |
} | |
void AreaOccupy(){ | |
if (soldierList1.Count > soldierList2.Count) { | |
if (occupyState == 2) { | |
stopOccupy = false; | |
StartCoroutine("DeOccupy",2); | |
} | |
if (occupyState == 0) { | |
stopOccupy = false; | |
if (occupySlider.value > 0 && occpupyGauge2 > 0) { | |
StartCoroutine ("DeOccupy", 2); | |
} else { | |
StartCoroutine ("Occupy", 1); | |
} | |
} | |
if (occupyState == 1) { | |
stopOccupy = false; | |
//StopCoroutine("DeOccupy"); | |
StartCoroutine ("Occupy", 1); | |
} | |
} | |
if (soldierList2.Count > soldierList1.Count) { | |
if (occupyState == 1) { | |
stopOccupy = false; | |
StartCoroutine("DeOccupy",1); | |
} | |
if (occupyState == 0) { | |
stopOccupy = false; | |
if (occupySlider.value > 0 && occpupyGauge > 0) { | |
StartCoroutine ("DeOccupy", 1); | |
} else { | |
StartCoroutine ("Occupy", 2); | |
} | |
} | |
if (occupyState == 2) { | |
stopOccupy = false; | |
//StopCoroutine("DeOccupy"); | |
StartCoroutine ("Occupy", 2); | |
} | |
} | |
if (soldierList1.Count == soldierList2.Count) { | |
stopOccupy = true; | |
StopCoroutine("DeOccupy"); | |
} | |
} | |
IEnumerator Occupy(int state) | |
{ | |
float gauge = 0; | |
float enemygauge = 0; | |
switch (state) | |
{ | |
case 1: | |
occupyFill.color = Color.cyan; | |
gauge = occpupyGauge; | |
occpupyGauge2 = 0; | |
break; | |
case 2: | |
occupyFill.color = Color.magenta; | |
gauge = occpupyGauge2; | |
occpupyGauge = 0; | |
break; | |
default: | |
break; | |
} | |
float time = 0; | |
while ( gauge<100 ) { | |
if (stopOccupy != true) { | |
yield return new WaitForEndOfFrame (); | |
gauge += OccupySpeed * Time.deltaTime; | |
time += Time.deltaTime; | |
occupySlider.value = gauge; | |
switch (state) | |
{ | |
case 1: | |
occpupyGauge = gauge; | |
break; | |
case 2: | |
occpupyGauge2 = gauge; | |
break; | |
default: | |
break; | |
} | |
} else { | |
stopOccupy = false; | |
AreaOccupy (); | |
break; | |
} | |
} | |
if(gauge>100 ){ | |
occupyState = state; | |
switch (occupyState) | |
{ | |
case 1: | |
occupyParticle.startColor = Color.cyan; | |
break; | |
case 2: | |
occupyParticle.startColor = Color.magenta; | |
break; | |
default: | |
occupyParticle.startColor = Color.white; | |
break; | |
} | |
} | |
} | |
IEnumerator DeOccupy(int state) | |
{ | |
Debug.Log ("deoccupy"); | |
bool exception = false; | |
float gauge = 0; | |
switch (state) | |
{ | |
case 1: | |
occupyFill.color = Color.cyan; | |
gauge = occpupyGauge; | |
break; | |
case 2: | |
occupyFill.color = Color.magenta; | |
gauge = occpupyGauge2; | |
break; | |
default: | |
break; | |
} | |
float time = 0; | |
while ( gauge>0 ) { | |
yield return new WaitForEndOfFrame (); | |
gauge -= OccupySpeed * Time.deltaTime; | |
//Debug.Log (gauge); | |
time += Time.deltaTime; | |
occupySlider.value = gauge; | |
switch (state) { | |
case 1: | |
occpupyGauge = gauge; | |
break; | |
case 2: | |
occpupyGauge2 = gauge; | |
break; | |
default: | |
break; | |
} | |
} | |
if(gauge<0 ){ | |
occupyParticle.startColor = Color.gray; | |
occupyState = 0; | |
AreaOccupy (); | |
} | |
} | |
} |
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