//Other Functions
    void checkActionTile(int index)
    {
        //If your tap is over top a UI element, don't click the tile below it
        if (IT_Utility.IsCursorOnUI(inputPos))
        {
            Debug.Log("on UI");
            return;
        }
        tileTag        = hexa.GetTileTagInt(index);
        tileClicked    = index;
        clickedTilePos = hexa.GetTileCenter(index);
        //If your tap is over top a grass tile (tileTag == 2), move menu and know that it's a grass tile
        if (tileTag == 2)
        {
            moveMenuNow();
            Debug.Log("on Grass");
            return;
        }
        else
        {
            //Debug.Log(clickedTilePos);
            moveMenuNow();

            //sendMoveToRobots(tileClicked);
        }
    }
Beispiel #2
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    void OnMultiTap(Tap tap)
    {
        bool objDetected = false;

        //check if the tap has landed on any UIElement
        if (IT_Utility.IsCursorOnUI(tap.pos))
        {
            //get the UIElement gameobject the tap landed on
            GameObject objUI = IT_Utility.GetHoveredUIElement(tap.pos);
            Debug.Log("Cursor has landed on an UI element (" + objUI.name + ")");
            objDetected = true;
        }

        //get the 2D sprite gameobject (uses 2DCollider) the tap landed on
        GameObject obj2D = IT_Utility.GetHovered2DObject(tap.pos);

        if (obj2D != null)
        {
            Debug.Log("Cursor has landed on a 2D object (" + obj2D.name + ")");
            objDetected = true;
        }

        //get the 3D gameobject (uses default collider) the tap landed on
        GameObject obj3D = IT_Utility.GetHovered3DObject(tap.pos);

        if (obj3D != null)
        {
            Debug.Log("Cursor has landed on a 3D object (" + obj3D.name + ")");
            objDetected = true;
        }

        if (!objDetected)
        {
            Debug.Log("Cusror has landed on nothing");
        }
    }