Beispiel #1
0
    // Is change the state if it is to spawn tower, or want to move camera (can't be both)
    public void selectTower(int idx)
    {
        if (GameManager.instance.isSelectTrap)
        {
            trapUi.disableButton(GameManager.instance.selectedTrap);
        }

        // all condition selecting button
        if (GameManager.instance.selectedTower == -1)
        {
            enableToogle(idx);
        }
        else if (GameManager.instance.selectedTower == idx)
        {
            GameManager.instance.isSelectTower = false;
            GameManager.instance.selectedTower = -1;
            disableButton(idx);
        }
        else
        {
            clearAllButtons();
            enableToogle(idx);
        }

        // Show the possible line
        if (GameManager.instance.isDoneMakingTowerLines && GameManager.instance.isSelectTower)
        {
            lineParent.SetActive(true);
        }
        else if (GameManager.instance.isDoneMakingTowerLines && !GameManager.instance.isSelectTower)
        {
            lineParent.SetActive(false);
        }
    }
Beispiel #2
0
    // Update is called once per frame after normal update
    void Update()
    {
        if (GameManager.instance.isPaused)
        {
            cancel();
        }

        // for touch
        if (Input.touchCount > 0 && GameManager.instance.isSelectTrap && !isReadyToSpawn && !OtherMethod.onUiPressed(Input.GetTouch(0).position))
        {
            Touch touch = Input.GetTouch(0);

            // If it is the first time to build then make the trap
            if (!isReadyToBuild && !OtherMethod.onUiPressed(touch.position))
            {
                switch (GameManager.instance.selectedTrap)
                {
                case 0:
                    currentTrap     = Instantiate(trapBomb, this.transform);
                    currentTrapType = TrapType.BOMB_TRAP;
                    break;

                case 1:
                    currentTrap     = Instantiate(trapTime, this.transform);
                    currentTrapType = TrapType.TIME_TRAP;
                    break;

                case 2:
                    currentTrap     = Instantiate(trapFreeze, this.transform);
                    currentTrapType = TrapType.FREEZE_TRAP;
                    break;

                default:
                    currentTrap     = Instantiate(trapBomb, this.transform);
                    currentTrapType = TrapType.BOMB_TRAP;
                    break;
                }

                currentTrap.SetActive(false);
                SpriteRenderer renderer = currentTrap.GetComponent <SpriteRenderer>();
                renderer.color = new Color(1, 1, 1, 150f / 256f);
                isReadyToBuild = true;
            }

            if (touch.phase == TouchPhase.Began && !OtherMethod.onUiPressed(touch.position))
            {
                Vector2 touchPosition;
                touchPosition = mainCamera.ScreenToWorldPoint(touch.position);

                // checking if the place is open field
                int x, y;
                GridCustom.getXYFromPosition(touchPosition, out x, out y);

                x += GridCustom.offsetX;
                y += GridCustom.offsetY;

                if (GridCustom.cells[x, y].cellContent == CellContent.PATH)
                {
                    currentTrap.SetActive(true);
                    isReadyToSpawn = true;
                    canSpawn       = false;
                    currentTrap.transform.position = new Vector3(touch.position.x, touch.position.y, 0);
                }
            }
        }

        if (Input.touchCount > 0 && isReadyToBuild && isReadyToSpawn && !OtherMethod.onUiPressed(Input.GetTouch(0).position))
        {
            Touch   touch = Input.GetTouch(0);
            Vector2 touchPosition;
            touchPosition = mainCamera.ScreenToWorldPoint(touch.position);

            int x, y;
            GridCustom.getXYFromPosition(touchPosition, out x, out y);

            x += GridCustom.offsetX;
            y += GridCustom.offsetY;
            // if the player touch the area again then spawn the trap
            if (touch.phase == TouchPhase.Ended && GameManager.instance.isSelectTrap)
            {
                if (isReadyToSpawn && isReadyToBuild)
                {
                    canSpawn = true;
                }
                else if (canSpawn)
                {
                    // change the color
                    SpriteRenderer renderer = currentTrap.GetComponent <SpriteRenderer>();
                    renderer.color = new Color(1, 1, 1, 1);

                    // activate it
                    TrapsBehaviour trap = currentTrap.GetComponent <TrapsBehaviour>();
                    trap.activate();

                    // pay the trap
                    GameManager.instance.pay(currentTrapType);
                    trapButton.disableButton(GameManager.instance.selectedTrap);

                    // reset variable
                    currentTrap     = null;
                    currentTrapType = TrapType.BOMB_TRAP;
                    isReadyToBuild  = false;
                    isReadyToSpawn  = false;
                    canSpawn        = false;
                    desc.gameObject.SetActive(false);
                    GameEvents.current.TowerOrTrapBuild();
                    if (GameManager.instance.gameStart)
                    {
                        generator.StartCoroutine(generator.openGenerator());
                        kotoTower.StartCoroutine(kotoTower.openKotoTower());
                    }
                    return;
                }
            }
            else if (touch.phase == TouchPhase.Began && Vector3.Distance(currentTrap.transform.position, new Vector3(touchPosition.x, touchPosition.y, 0f)) > 0.5f)
            {
                isReadyToSpawn = false;
                canSpawn       = false;
            }
        }

        // for mouse (debug)
        if (Input.GetMouseButton(0) && GameManager.instance.isSelectTrap && !OtherMethod.onUiPressed(Input.mousePosition))
        {
            // If it is the first time to build then make the trap
            if (!isReadyToBuild)
            {
                switch (GameManager.instance.selectedTrap)
                {
                case 0:
                    currentTrap     = Instantiate(trapBomb, this.transform);
                    currentTrapType = TrapType.BOMB_TRAP;
                    break;

                case 1:
                    currentTrap     = Instantiate(trapTime, this.transform);
                    currentTrapType = TrapType.TIME_TRAP;
                    break;

                case 2:
                    currentTrap     = Instantiate(trapFreeze, this.transform);
                    currentTrapType = TrapType.FREEZE_TRAP;
                    break;

                default:
                    currentTrap     = Instantiate(trapBomb, this.transform);
                    currentTrapType = TrapType.BOMB_TRAP;
                    break;
                }

                currentTrap.SetActive(false);
                SpriteRenderer renderer = currentTrap.GetComponent <SpriteRenderer>();
                renderer.color = new Color(1, 1, 1, 150f / 256f);
                isReadyToBuild = true;
            }

            Vector2 touchPosition;
            touchPosition = mainCamera.ScreenToWorldPoint(Input.mousePosition);

            // checking if the place is open field
            int x, y;
            GridCustom.getXYFromPosition(touchPosition, out x, out y);

            x += GridCustom.offsetX;
            y += GridCustom.offsetY;

            if (Vector3.Distance(currentTrap.transform.position, touchPosition) > 0.5f)
            {
                isReadyToSpawn = false;
            }

            if (GridCustom.cells[x, y].cellContent == CellContent.PATH && !isReadyToSpawn)
            {
                currentTrap.SetActive(true);
                currentTrap.transform.position = new Vector3(touchPosition.x, touchPosition.y, -0);
            }
        }

        // if the player touch the area again then spawn the trap, if its the first time then just be ready to spawn
        if (Input.GetMouseButtonUp(0) && GameManager.instance.isSelectTrap && !OtherMethod.onUiPressed(Input.mousePosition))
        {
            if (!isReadyToSpawn && isReadyToBuild)
            {
                isReadyToSpawn = true;
            }
            else if (isReadyToBuild)
            {
                // change the color
                SpriteRenderer renderer = currentTrap.GetComponent <SpriteRenderer>();
                renderer.color = new Color(1, 1, 1, 1);

                // activate it
                TrapsBehaviour trap = currentTrap.GetComponent <TrapsBehaviour>();
                trap.activate();

                // pay the trap
                GameManager.instance.pay(currentTrapType);
                trapButton.disableButton(GameManager.instance.selectedTrap);

                // reset variable
                currentTrap     = null;
                currentTrapType = TrapType.BOMB_TRAP;
                isReadyToBuild  = false;
                isReadyToSpawn  = false;
                desc.gameObject.SetActive(false);
                GameEvents.current.TowerOrTrapBuild();
                if (GameManager.instance.gameStart)
                {
                    generator.StartCoroutine(generator.openGenerator());
                    kotoTower.StartCoroutine(kotoTower.openKotoTower());
                }
                return;
            }
        }
    }