295 lines
8.8 KiB
C#
295 lines
8.8 KiB
C#
using UnityEngine;
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public class TargetCursor : MonoBehaviour
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{
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public GameManager gameManager;
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public GameObject cursorVisual;
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private bool isShootingInProgress = false;
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public bool isPlacingShips = false;
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public GamePole ownField;
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private int x = 4;
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private int y = 4;
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private int width = 10;
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private int height = 10;
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private Direction currentDirection = Direction.Right;
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private PlayerKeySet player1Keys = new PlayerKeySet
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{
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Up = ButtonPinMapping.up1,
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Down = ButtonPinMapping.down1,
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Left = ButtonPinMapping.left1,
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Right = ButtonPinMapping.right1,
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Fire = ButtonPinMapping.action1,
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TurnLeft = ButtonPinMapping.turnLeft1,
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TurnRight = ButtonPinMapping.turnRight1
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};
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private PlayerKeySet player2Keys = new PlayerKeySet
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{
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Up = ButtonPinMapping.up2,
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Down = ButtonPinMapping.down2,
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Left = ButtonPinMapping.left2,
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Right = ButtonPinMapping.right2,
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Fire = ButtonPinMapping.action2,
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TurnLeft = ButtonPinMapping.turnLeft2,
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TurnRight = ButtonPinMapping.turnRight2
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};
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private PlayerKeySet activeKeys;
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// Òåêóùèé êâàäðàíò êàìåðû: 0=âïåð¸ä, 1=âïðàâî, 2=íàçàä, 3=âëåâî
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private int cameraQuadrant = 0;
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// Âîçâðàùàåò ôèçè÷åñêóþ êíîïêó êîòîðóþ íóæíî íàæàòü ÷òîáû ñäâèíóòü êóðñîð â íóæíîì íàïðàâëåíèè
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// dx,dy — ëîãè÷åñêîå íàïðàâëåíèå äâèæåíèÿ êóðñîðà íà ïîëå
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private ButtonPinMapping GetKeyForDirection(int dx, int dy)
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{
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// Ïîâîðîò êàìåðû íà 90° âïðàâî: ôèçè÷åñêàÿ îñü ïîâîðà÷èâàåòñÿ
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// q=0: âïåð¸ä=ââåðõ, âïðàâî=âïðàâî, íàçàä=âíèç, âëåâî=âëåâî
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// q=1: âïåð¸ä=âïðàâî, âïðàâî=âíèç, íàçàä=âëåâî, âëåâî=ââåðõ
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// q=2: âïåð¸ä=âíèç, âïðàâî=âëåâî, íàçàä=ââåðõ, âëåâî=âïðàâî
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// q=3: âïåð¸ä=âëåâî, âïðàâî=ââåðõ, íàçàä=âïðàâî, âëåâî=âíèç
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int rotDx = dx;
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int rotDy = dy;
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for (int i = 0; i < cameraQuadrant; i++)
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{
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// Ïîâîðîò âåêòîðà íà -90° (êàìåðà ïîâåðíóëàñü âïðàâî — âåêòîð ïîâîðà÷èâàåì âëåâî)
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int tmp = rotDx;
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rotDx = rotDy;
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rotDy = -tmp;
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}
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// Òåïåðü rotDx/rotDy — ýòî êàêóþ ôèçè÷åñêóþ êíîïêó íàæàòü
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if (rotDx == 0 && rotDy == -1) return activeKeys.Up;
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if (rotDx == 0 && rotDy == 1) return activeKeys.Down;
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if (rotDx == 1 && rotDy == 0) return activeKeys.Right;
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if (rotDx == -1 && rotDy == 0) return activeKeys.Left;
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return activeKeys.Up; // fallback
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}
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// êíîïî÷êè (òîëüêî fire è ïîâîðîò êîðàáëÿ — îíè íå çàâèñÿò îò êàìåðû)
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private ButtonPinMapping fireKey;
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private ButtonPinMapping turnLeftKey;
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private ButtonPinMapping turnRightKey;
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public Transform cameraPivot;
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public float rotateSpeed = 90f;
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private int playerId;
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private int enemyId;
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public void Initialize(GameManager gm, int playerId = 1, bool isPlacingShips = false)
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{
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this.isPlacingShips = isPlacingShips;
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gameManager = gm;
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if (isPlacingShips)
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ownField = gm.playerField;
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else
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ownField = gm.enemyField;
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BindKeys(playerId);
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if (cameraPivot == null)
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{
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cameraPivot = gameManager.cameraPivot;
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// SetParent ÍÅ äåëàåì çäåñü — ýòèì óïðàâëÿåò MoveCameraSmoothly
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// ÷òîáû íå êîíôëèêòîâàòü ñ êîðóòèíîé ïåðåìåùåíèÿ êàìåðû
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}
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// âñåãäà íàñòðàèâàåì êîíòðîëëåð
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var camCtrl = cameraPivot.GetComponent<CameraPivotController>();
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if (camCtrl == null) camCtrl = cameraPivot.gameObject.AddComponent<CameraPivotController>();
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camCtrl.Setup(
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gameManager,
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cameraPivot,
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turnLeftKey,
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turnRightKey,
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rotateSpeed,
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this // àðãóìåíò åñòü â ñèãíàòóðå, íî âíóòðè íå èñïîëüçóåòñÿ
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);
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enemyId = gameManager.opponentManager.playerId;
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this.playerId = playerId;
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Debug.Log("Ðîäèëñÿ");
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UpdateCursorPosition();
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}
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private void BindKeys(int playerId)
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{
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activeKeys = (playerId == 1) ? player1Keys : player2Keys;
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// Íàïðàâëåíèÿ (up/down/left/right) íå êîïèðóåì — îíè âû÷èñëÿþòñÿ ÷åðåç MapKey + cameraQuadrant
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fireKey = activeKeys.Fire;
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turnLeftKey = activeKeys.TurnLeft;
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turnRightKey = activeKeys.TurnRight;
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}
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public void SwitchButton(Vector3 rotate)
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{
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if (activeKeys == null) return; // çàùèòà îò âûçîâà äî Initialize
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float y = rotate.y;
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if (y > 180) y -= 360;
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Debug.Log($"Y rotation = {y}");
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if (y >= -45 && y < 45) cameraQuadrant = 0; // âïåð¸ä
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else if (y >= 45 && y < 135) cameraQuadrant = 1; // âïðàâî
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else if (y >= 135 || y < -135) cameraQuadrant = 2; // íàçàä
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else cameraQuadrant = 3; // âëåâî
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}
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void Update()
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{
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if (isShootingInProgress) return;
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if (gameManager.currentInputMode == GameManager.InputMode.UI) return;
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// --- Ïîâîðîò êîðàáëÿ â ðåæèìå ðàññòàíîâêè ---
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if (isPlacingShips)
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{
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if (In.GetButtonDown(turnLeftKey))
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{
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// âðàùàåì âëåâî (ïðîòèâ ÷àñîâîé)
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currentDirection = (Direction)(((int)currentDirection + 3) % 4);
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UpdateCursorPosition();
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}
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else if (In.GetButtonDown(turnRightKey))
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{
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// âðàùàåì âïðàâî (ïî ÷àñîâîé)
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currentDirection = (Direction)(((int)currentDirection + 1) % 4);
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UpdateCursorPosition();
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}
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}
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// --- Òîëüêî â ñâîé õîä ---
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if (!isPlacingShips && (gameManager.currentState != GameState.Playing || !gameManager.isPlayerTurn))
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return;
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// --- Äâèæåíèå êóðñîðà ---
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bool moved = false;
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if (In.GetButtonDown(GetKeyForDirection( 0, -1))) { MoveCursor( 0, -1); moved = true; }
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if (In.GetButtonDown(GetKeyForDirection( 0, 1))) { MoveCursor( 0, 1); moved = true; }
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if (In.GetButtonDown(GetKeyForDirection( 1, 0))) { MoveCursor( 1, 0); moved = true; }
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if (In.GetButtonDown(GetKeyForDirection(-1, 0))) { MoveCursor(-1, 0); moved = true; }
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if (moved) UpdateCursorPosition();
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// --- Âûñòðåë / óñòàíîâêà ---
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if (In.GetButtonDown(fireKey))
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{
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if (!isPlacingShips) TryShoot();
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else TryPlaceCurrentShip();
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}
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}
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void UpdateCursorPosition()
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{
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Cell targetCell = ownField.GetCell(x, y);
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if (targetCell != null)
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{
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cursorVisual.transform.position = targetCell.transform.position + Vector3.back * 0.1f;
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}
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if (isPlacingShips)
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{
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ownField.ClearGhost();
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ownField.ShowShipGhost(x, y, currentDirection);
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}
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}
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void TryShoot()
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{
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if (isShootingInProgress) return;
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if (ownField.PoleShot[x, y] != 0) return;
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isShootingInProgress = true;
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if (gameManager.gameMode == GameMode.PlayerVsPlayer)
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{
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gameManager.opponentManager.enemyBattery.FireShot(
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gameManager.opponentManager.playerField, x, y, (wasHit, wasShipDestroyed) => { // ìèñòð êàñòûëü
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gameManager.opponentManager.ProcessShotResult(wasHit, false, wasShipDestroyed);
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});
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}
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gameManager.battery.FireShot(gameManager.enemyField, x, y, (wasHit, wasShipDestroyed) =>
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{
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gameManager.ProcessShotResult(wasHit, true, wasShipDestroyed);
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if (!wasHit)gameManager.EndPlayerTurn();
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isShootingInProgress = false;
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});
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}
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void TryPlaceCurrentShip()
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{
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bool placed = ownField.PlaceShipManual(x, y, currentDirection);
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if (placed) gameManager.AddShipPlayer();
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}
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void RotateDirection()
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{
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currentDirection = (Direction)(((int)currentDirection + 1) % 4);
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}
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void MoveCursor(int dx, int dy)
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{
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if (isPlacingShips)
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{
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x += dx;
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y += dy;
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if (x < 0) x = width - 1;
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if (x >= width)
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{
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x = width - 1;
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gameManager.SetInputMode(GameManager.InputMode.UI);
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return;
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}
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if (y < 0) y = height - 1;
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if (y >= height) y = 0;
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return;
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}
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else
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{
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x += dx;
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y += dy;
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if (x < 0) x = width - 1;
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if (x >= width) x = 0;
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if (y < 0) y = height - 1;
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if (y >= height) y = 0;
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}
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}
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}
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[System.Serializable]
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public class PlayerKeySet
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{
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public ButtonPinMapping Up;
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public ButtonPinMapping Down;
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public ButtonPinMapping Left;
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public ButtonPinMapping Right;
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public ButtonPinMapping Fire;
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public ButtonPinMapping TurnLeft;
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public ButtonPinMapping TurnRight;
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}
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