Beispiel #1
0
    // Update is called once per frame
    void Update()
    {
        RaycastHit hit;
        Ray        ray             = Camera.mainCamera.ScreenPointToRay(Input.mousePosition);
        int        groundLayerMask = 1 << 8;

        //Cycles characters
        if (gameMode == "paused")
        {
            if (Input.GetKeyDown(KeyCode.Backspace) && selectedChar != null && selectedChar.path.entryCount.Count >= 1)
            {
                selectedChar.path.UndoPath();
            }

            if (Input.GetKeyDown(KeyCode.Tab))
            {
                CycleCharacters();
            }
            if (Input.GetKeyDown(KeyCode.Delete) && selectedWaypoint != null)
            {
                //This doesnt really work. Not entirely sure why. Also need to check that the new path doesnt go through walls before deleting.
                selectedChar.path.waypoints.Remove(selectedWaypoint);
                selectedChar.path.CreatePathMesh();
                selectedWaypoint = null;
            }
            if (Input.GetMouseButtonDown(0))
            {
                if (Physics.Raycast(ray, out hit, Mathf.Infinity, groundLayerMask))
                {
                    //First priority: Waypoints
                    if (selectedChar != null && selectedChar.path.waypoints.Count > 0 && FindClosestWaypoint(hit.point) != null)
                    {
                        //This selects a waypoint, the selection is done in the function run in the if statement
                        if (selectedWaypoint != selectedChar.path.waypoints[0])
                        {
                            gameMode = "drag";
                        }
                    }
                    //Second priority paths
                    else if (hit.collider.tag == "path")
                    {
                        PathClick(hit);
                    }
                    else
                    {
                        Character temp = FindClosestCharacter(hit.point);
                        if (temp == null)
                        {
                            SetCharWaypoint(hit.point);
                        }
                        else
                        {
                            //Last priority characters
                            SelectCharacter(hit.point);
                        }
                    }
                }
            }
            int charLayerMask = 1 << 10;
            if (Input.GetMouseButtonDown(1) && selectedChar != null)
            {
                if (Physics.Raycast(ray, out hit, Mathf.Infinity, groundLayerMask) && FindClosestWaypoint(hit.point) != null)
                {
                    gameMode = "aim";
                }
            }
            if (Input.GetButtonDown("Jump"))
            {
                StartTurn();
            }
            //Crap buttons, these should have GUI buttons
            if (Input.GetKeyDown(KeyCode.Keypad1) && selectedWaypoint != null)
            {
                Debug.Log("run!");
                Instruction newInstruction = new Instruction();
                newInstruction.run = true;
                selectedWaypoint.wpInstructions.Add(newInstruction);
                //selectedWaypoint.run = true;
            }
            if (Input.GetKeyDown(KeyCode.X) && selectedChar != null)
            {
                foreach (Waypoint wp in selectedChar.path.waypoints)
                {
                    Debug.Log(wp.position);
                }
            }
        }
        //Game modes
        if (gameMode == "active")
        {
            turnTimer += Time.deltaTime;
            UpdateCharacters();
            if (charsToBeKilled.Count > 0)
            {
                EmptyKillList();
            }
            if (turnTimer >= turnLength)
            {
                EndTurn();
            }
        }

        if (gameMode == "aim" && selectedWaypoint != null)
        {
            if (Input.GetMouseButton(1))
            {
                if (Physics.Raycast(ray, out hit, Mathf.Infinity, groundLayerMask))
                {
                    Debug.DrawRay(selectedWaypoint.position, (GetMousePosition() - selectedWaypoint.position).normalized, Color.red);
                    //selectedWaypoint.AdjustAim(hit.point);
                }
            }
            if (Input.GetMouseButtonUp(1))
            {
                Instruction newInstruction = new Instruction();
                newInstruction.AdjustAim(GetMousePosition(), selectedWaypoint.position);
                selectedWaypoint.wpInstructions.Add(newInstruction);
                gameMode = "paused";
            }
        }
        if (gameMode == "drag")
        {
            if (Input.GetMouseButton(0) && selectedWaypoint != null)
            {
                Vector3 mousePos = GetMousePosition();
                if (Vector3.Distance(mousePos, selectedWaypoint.position) < 1.0f)
                {
                    if (ghostPoint == null)
                    {
                        ghostPoint = new Waypoint(selectedWaypoint.position);
                    }
                    selectedWaypoint.position = mousePos;
                    selectedWaypoint.wpMesh.transform.position = selectedWaypoint.position;
                    pathAltered = true;
                }
            }

            if (Input.GetMouseButtonUp(0))
            {
                if (pathAltered)
                {
                    if (selectedChar.path.CheckWaypointReachable(selectedWaypoint))
                    {
                        selectedChar.path.CreatePathMesh();
                        selectedWaypoint.wpMesh.transform.position = selectedWaypoint.position;
                        pathAltered = false;
                    }
                    else
                    {
                        Debug.Log("bam!");
                        selectedWaypoint.position = ghostPoint.position;
                        selectedWaypoint.wpMesh.transform.position = ghostPoint.position;
                    }
                    ghostPoint = null;
                }
                gameMode = "paused";
            }
        }
    }