Beispiel #1
0
    // it calls by onTouch event in CsGlobal and sets all values
    public void InitialSetUp()
    {
        movePosition = csGlobal.g_mousePosition; // sets end position

        if (isStanding && _gridBehavior.CanAchive(movePosition)
            ) // executes when player is standing
        {
            setPath(transform.position);
            SelectionController.SetSelection(path[path.Count - 1].transform.position, true);
        }
        else if (_gridBehavior.CanAchive(movePosition)
                 ) // executes when player is moving
        {
            setPath(path[index].transform.position);
            SelectionController.SetSelection(path[path.Count - 1].transform.position, true);
        }

        // sets path and reset index
        void setPath(Vector3 startPosition)
        {
            _gridBehavior.SetPosition(startPosition,
                                      true);                // sets start position
            _gridBehavior.SetPosition(movePosition, false); // sets end position
            _gridBehavior.SetDistance();
            _gridBehavior.SetPath();

            path  = _gridBehavior.g_path;
            index = 0;
        }
    }
Beispiel #2
0
    // Invokes on touch and sets block value
    public void SelectBlockToMine()
    {
        isMining = false;

        blockPosition = csGlobal.g_mousePosition;
        Collider2D hitInfo = Physics2D.OverlapPoint(blockPosition);

        if (_gridBehavior.CanAchive(blockPosition))
        {
            if (hitInfo && hitInfo.CompareTag("Ore"))
            {
                block = hitInfo.GetComponent <OreDurability>();
                SelectionController.SetSelection(block.transform.position, false);

                SetInfoActive(true);
                minedOreName.text    = Constants.oresNames[block.oreStats.index];
                minedOreHealth.value = block.currentDurability / block.oreStats.durability;
            }
            else
            {
                block = null;
                SetInfoActive(false);
            }
        }
    }