Beispiel #1
0
 // Start is called before the first frame update
 void Start()
 {
     currentIndex = 0;
     currentSkill = player.GetComponent <BattleTestPlayer>().skills[currentIndex];
     MoveIndicator(new Vector2Int(currentIndex % 2, (currentIndex - minRenderedIndex) / 2));
     RenderMenuItems(currentIndex);
     turn = GameObject.FindGameObjectWithTag("Box").GetComponent <TurnSystem>();
 }
Beispiel #2
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.DownArrow) || Input.GetKeyDown(KeyCode.LeftArrow) || Input.GetKeyDown(KeyCode.RightArrow))
        {
            if (Input.GetKeyDown(KeyCode.UpArrow) && currentIndex - 2 >= 0)
            {
                currentIndex -= 2;
            }
            else if (Input.GetKeyDown(KeyCode.RightArrow) && currentIndex % 2 == 0 && currentIndex + 1 < player.GetComponent <BattleTestPlayer>().skills.Count)
            {
                currentIndex += 1;
            }
            else if (Input.GetKeyDown(KeyCode.DownArrow) && currentIndex + 2 < player.GetComponent <BattleTestPlayer>().skills.Count)
            {
                currentIndex += 2;
            }
            else if (Input.GetKeyDown(KeyCode.LeftArrow) && currentIndex % 2 == 1)
            {
                currentIndex -= 1;
            }

            currentSkill = player.GetComponent <BattleTestPlayer>().skills[currentIndex];

            if (currentIndex > maxRenderedIndex)
            {
                if (currentIndex % 2 == 0)
                {
                    RenderMenuItems(currentIndex - 2);
                }
                else if (currentIndex % 2 == 1)
                {
                    RenderMenuItems(currentIndex - 3);
                }
            }
            else if (currentIndex < minRenderedIndex)
            {
                if (currentIndex % 2 == 0)
                {
                    RenderMenuItems(currentIndex);
                }
                else if (currentIndex % 2 == 1)
                {
                    RenderMenuItems(currentIndex - 1);
                }
            }

            indpos.x = currentIndex % 2;
            indpos.y = (currentIndex - minRenderedIndex) / 2;

            MoveIndicator(indpos);
        }

        /*if(Input.GetKeyDown(KeyCode.Return) && turn.state == TurnSystem.State.Awaiting)
         * {
         *  Attacks k = player.GetComponent<Attacks>();
         *  k.Invoke(currentSkill.name, 0);
         * }*/
    }