Beispiel #1
0
    // Start is called before the first frame update
    void Start()
    {
        startMousePos      = Input.mousePosition;
        startMouseWorldPos = Crosshair.MouseToWorldPos();
        boxSelection.gameObject.SetActive(false);
        isBuilding = false;

        selectedUnits = new List <Unit>();
    }
Beispiel #2
0
    // Update is called once per frame
    void Update()
    {
        // If we're building don't accept user input from here.
        if (isBuilding)
        {
            return;
        }

        // LMB has been pressed
        if (Input.GetMouseButtonDown(0))
        {
            startMousePos      = Input.mousePosition;
            startMouseWorldPos = Crosshair.MouseToWorldPos();
            boxSelection.gameObject.SetActive(true);

            SingleSelect();
        }

        // LMB is being held
        if (Input.GetMouseButton(0))
        {
            currentMousePos      = Input.mousePosition;
            currentMouseWorldPos = Crosshair.MouseToWorldPos();

            UpdateBoxSelection();
        }

        // LMB has been released
        if (Input.GetMouseButtonUp(0))
        {
            BoxSelectUnits();
            boxSelection.gameObject.SetActive(false);
        }

        // RMB has been pressed
        if (Input.GetMouseButtonDown(1))
        {
            CommandUnits(); // Move, Attack, Gather
        }

        // TODO: Add Villager Commands (Build, etc.)
        // Create House
        if (Input.GetKeyDown(KeyCode.Q))
        {
            // Check if we have enough resources to build
            if (!GameController.Instance.CheckResourceCost(buildingPrefabs[0].GetComponent <Building>().BuildCosts))
            {
                Debug.Log("Not enough resources to build: " + buildingPrefabs[0].name);
                return;
            }

            // Check if we have villagers selected to build.
            if (IsVillagerSelected())
            {
                StartCoroutine(PlaceBuilding(buildingPrefabs[0]));
            }
            else
            {
                Debug.Log("Cannot build: " + buildingPrefabs[0].name + " as there are no villagers selected.");
            }
        }

        // Create Barracks
        if (Input.GetKeyDown(KeyCode.W))
        {
            // Check if we have enough resources to build
            if (!GameController.Instance.CheckResourceCost(buildingPrefabs[1].GetComponent <Building>().BuildCosts))
            {
                Debug.Log("Not enough resources to build: " + buildingPrefabs[1].name);
                return;
            }

            // Check if we have villagers selected to build.
            if (IsVillagerSelected())
            {
                StartCoroutine(PlaceBuilding(buildingPrefabs[1]));
            }
            else
            {
                Debug.Log("Cannot build: " + buildingPrefabs[1].name + " as there are no villagers selected.");
            }
        }
    }
Beispiel #3
0
    private IEnumerator PlaceBuilding(GameObject buildingPrefab)
    {
        isBuilding = true;

        // Create the building
        Vector3    offset   = new Vector3(0, buildingPrefab.transform.position.y, 0);
        GameObject building = Instantiate(buildingPrefab, Crosshair.MouseToWorldPos() + offset, buildingPrefab.transform.rotation);
        Collider   col      = building.GetComponent <Collider>();
        Building   b        = building.GetComponent <Building>();

        b.enabled = false;

        // Make sure a building component is attached
        if (b == null)
        {
            Debug.LogWarning("Place Building Error: Provided building gameObject does not have Building component attached.");
            yield break;
        }

        // While we're still building, update the building to be at the mouse position and check for collisions
        while (isBuilding)
        {
            building.transform.position = Crosshair.MouseToWorldPos() + offset;

            // Try to place building if LMB is pressed
            if (Input.GetMouseButtonDown(0))
            {
                // Check if the building's collider is overlapping with anything other than the ground and itself before placing
                Collider[] cols = Physics.OverlapBox(building.transform.position, col.bounds.extents);
                if (cols.Length > 2)
                {
                    Debug.Log("Not enough space to place: " + building.name + "here.");
                    yield return(new WaitForFixedUpdate()); // Wait for end of fixed update to prevent freeze

                    continue;
                }

                // If there was space, command the selected villagers to build the building.
                selectedUnits.ForEach(u => {
                    Villager vil = u.GetComponent <Villager>();

                    if (vil != null)
                    {
                        vil.Build(b);
                    }
                });

                b.StartBuilding();

                isBuilding = false;
                yield break;
            }

            // Cancel build if RMB is pressed
            if (Input.GetMouseButtonDown(1))
            {
                Debug.Log("RMB pressed.");
                Destroy(building);
                // wait a moment before setting is building to false, so that selected units don't try and follow commands
                yield return(new WaitForSeconds(0.1f));

                isBuilding = false;
                yield break;
            }

            // Wait for end of fixed update to prevent freeze
            yield return(new WaitForFixedUpdate());
        }

        // Done
        yield break;
    }