Beispiel #1
0
    // Update is called once per frame
    void Update()
    {
        horizontal = CrossPlatformInputManager.GetAxis("Horizontal");
        jump       = CrossPlatformInputManager.GetButton("Jump");
        attack     = CrossPlatformInputManager.GetButtonDown("Fire1");

#if UNITY_ANDROID && !UNITY_EDITOR
        if (Input.touchCount == 1)
        {
            Touch touch = Input.GetTouch(0);
            if (touch.phase == TouchPhase.Began)
            {
                clickTime     = Time.timeSinceLevelLoad;
                clicked       = true;
                mousePosition = touch.position;
                hit           = Physics2D.Raycast(new Vector2(Camera.main.ScreenToWorldPoint(mousePosition).x, Camera.main.ScreenToWorldPoint(mousePosition).y), Vector2.zero, 0);
            }

            if (clicked && Time.timeSinceLevelLoad - clickTime > 0.3)
            {
                //LONG PRESS
                if (hit)
                {
                    if (hit.transform.tag.Equals("Tile"))
                    {
                        if (Vector2.Distance(myCharacter.transform.position, hit.transform.position) <= myCharacter.destroyLimitRadius)
                        {
                            Debug.Log("Esta en el Limite");
                            Tile tile = hit.transform.GetComponent <Tile>();
                            tile.PressedTile();
                        }
                        else
                        {
                            Debug.Log("Esta Muy Lejos");
                        }
                    }
                }
                clicked = false;//Because we dont want to execute this code anymore, just once
            }

            if (touch.phase == TouchPhase.Ended)
            {
                clicked = false;

                if (Time.timeSinceLevelLoad - clickTime < 0.3)
                {
                    //SHORT CLICK

                    //BUILD SYSTEM

                    if (hit)//if raycast hit something
                    {
                        //FALTA VERIFICAR QUE NO ESTE SOBRE UN UI
                        Vector2 mousePositionInWorldSpace = new Vector2(Camera.main.ScreenToWorldPoint(mousePosition).x, Camera.main.ScreenToWorldPoint(mousePosition).y);

                        if (hit.transform.gameObject.layer.Equals(LayerMask.NameToLayer("Background Tile")))
                        {
                            //Instanciar el bloque, si no es otra background
                            if (Vector2.Distance(myCharacter.transform.position, mousePositionInWorldSpace) <= myCharacter.destroyLimitRadius)
                            {
                                if (myCharacter.PlayerInventory[myCharacter.selectedInventoryIndex] != null && myCharacter.PlayerInventory[myCharacter.selectedInventoryIndex].TypeOfItem.Equals(ItemType.Placeable))
                                {
                                    if (TileCodification.getTileLayer(myCharacter.PlayerInventory[myCharacter.selectedInventoryIndex].ItemName) != LayerMask.NameToLayer("Background Tile"))
                                    {
                                        GameObject tilePrefab = Resources.Load("Tiles/" + myCharacter.PlayerInventory[myCharacter.selectedInventoryIndex].ItemName) as GameObject;
                                        Vector3    objecPos   = builtTilePosition(mousePositionInWorldSpace);
                                        GameObject tile       = Instantiate(tilePrefab, objecPos, Quaternion.identity) as GameObject;
                                        tile.GetComponent <Tile>().canPlaceOverIt = false;
                                        myCharacter.PlayerInventory[myCharacter.selectedInventoryIndex].ItemQuantity--;
                                        tile.name = myCharacter.PlayerInventory[myCharacter.selectedInventoryIndex].ItemName;
                                        tile.transform.SetParent(GameObject.Find("World").transform);

                                        if (tile.layer.Equals(LayerMask.NameToLayer("Front Tile")))
                                        {
                                            tile.layer = LayerMask.NameToLayer("Ground");
                                        }
                                    }
                                }
                            }
                            else
                            {
                                Debug.Log("No puede construir tan lejos");
                            }
                        }
                        else
                        if (hit.transform.gameObject.layer.Equals(LayerMask.NameToLayer("Special Tile")))
                        {
                            //Instanciar el bloque solo si es es una FrtonTile
                            if (Vector2.Distance(myCharacter.transform.position, mousePositionInWorldSpace) <= myCharacter.destroyLimitRadius)
                            {
                                if (myCharacter.PlayerInventory[myCharacter.selectedInventoryIndex] != null && myCharacter.PlayerInventory[myCharacter.selectedInventoryIndex].TypeOfItem.Equals(ItemType.Placeable))
                                {
                                    if (TileCodification.getTileLayer(myCharacter.PlayerInventory[myCharacter.selectedInventoryIndex].ItemName) == LayerMask.NameToLayer("Front Tile"))//only if is a front tile
                                    {
                                        if (hit.transform.GetComponent <Tile>().canPlaceOverIt)
                                        {
                                            Vector3    objecPos   = builtTilePosition(mousePositionInWorldSpace);
                                            GameObject tilePrefab = Resources.Load("Tiles/" + myCharacter.PlayerInventory[myCharacter.selectedInventoryIndex].ItemName) as GameObject;
                                            GameObject tile       = Instantiate(tilePrefab, objecPos, Quaternion.identity) as GameObject;
                                            tile.GetComponent <Tile>().canPlaceOverIt = false;
                                            myCharacter.PlayerInventory[myCharacter.selectedInventoryIndex].ItemQuantity--;
                                            tile.name = myCharacter.PlayerInventory[myCharacter.selectedInventoryIndex].ItemName;
                                            tile.transform.SetParent(GameObject.Find("World").transform);
                                        }
                                    }
                                }
                            }
                            else
                            {
                                Debug.Log("No puede construir tan lejos");
                            }
                        }
                        else
                        {
                            //Do nothing, can't instantiate tile over the other layers
                        }
                    }
                    else//not hit something
                    {
                        if (!EventSystem.current.IsPointerOverGameObject())//isn't over an UI element
                        {
                            //We transform de mouse position on a World position
                            Vector2 mousePositionInWorldSpace = new Vector2(Camera.main.ScreenToWorldPoint(mousePosition).x, Camera.main.ScreenToWorldPoint(mousePosition).y);

                            //We verify if the click is on player destry Limit radius
                            if (Vector2.Distance(myCharacter.transform.position, mousePositionInWorldSpace) <= myCharacter.destroyLimitRadius)
                            {
                                if (myCharacter.PlayerInventory[myCharacter.selectedInventoryIndex] != null && myCharacter.PlayerInventory[myCharacter.selectedInventoryIndex].TypeOfItem.Equals(ItemType.Placeable))
                                {
                                    GameObject tilePrefab = Resources.Load("Tiles/" + myCharacter.PlayerInventory[myCharacter.selectedInventoryIndex].ItemName) as GameObject;
                                    Vector3    objecPos   = builtTilePosition(mousePositionInWorldSpace);
                                    GameObject tile       = Instantiate(tilePrefab, objecPos, Quaternion.identity) as GameObject;
                                    myCharacter.PlayerInventory[myCharacter.selectedInventoryIndex].ItemQuantity--;
                                    tile.name = myCharacter.PlayerInventory[myCharacter.selectedInventoryIndex].ItemName;
                                    tile.transform.SetParent(GameObject.Find("World").transform);
                                }
                            }
                            else
                            {
                                Debug.Log("No puede construir tan lejos");
                            }
                        }
                    }
                }
                else
                {
                    //WE RELEASE LONG PRESS
                    Debug.Log("End long click");
                    if (hit)
                    {
                        if (hit.transform.tag.Equals("Tile"))
                        {
                            if (Vector2.Distance(myCharacter.transform.position, hit.transform.position) <= myCharacter.destroyLimitRadius)
                            {
                                Tile tile = hit.transform.GetComponent <Tile>();
                                tile.ReleasedTile();
                            }
                        }
                    }
                }
            }
        }
#elif UNITY_EDITOR
        if (Input.GetMouseButtonDown(0))
        {
            clickTime     = Time.timeSinceLevelLoad;
            clicked       = true;
            mousePosition = Input.mousePosition;
            hit           = Physics2D.Raycast(new Vector2(Camera.main.ScreenToWorldPoint(mousePosition).x, Camera.main.ScreenToWorldPoint(mousePosition).y), Vector2.zero, 0);
        }

        if (clicked && (Time.timeSinceLevelLoad - clickTime) > 0.3)
        {
            // long click effect
            Debug.Log("Long pressing");

            if (hit)
            {
                if (hit.transform.tag.Equals("Tile"))
                {
                    if (Vector2.Distance(myCharacter.transform.position, hit.transform.position) <= myCharacter.destroyLimitRadius)
                    {
                        Debug.Log("Esta en el Limite");
                        Tile tile = hit.transform.GetComponent <Tile>();
                        tile.PressedTile();
                    }
                    else
                    {
                        Debug.Log("Esta Muy Lejos");
                    }
                }
            }
            clicked = false;//Because we dont want to execute this code anymore, just once
        }

        if (Input.GetMouseButtonUp(0))
        {
            clicked = false;

            if ((Time.timeSinceLevelLoad - clickTime) < 0.3)
            {
                // short click effect
                Debug.Log("Short click");

                //BUILD SYSTEM

                if (hit)//if raycast hit something
                {
                    //FALTA VERIFICAR QUE NO ESTE SOBRE UN UI
                    Vector2 mousePositionInWorldSpace = new Vector2(Camera.main.ScreenToWorldPoint(mousePosition).x, Camera.main.ScreenToWorldPoint(mousePosition).y);

                    if (hit.transform.gameObject.layer.Equals(LayerMask.NameToLayer("Background Tile")))
                    {
                        //Instanciar el bloque, si no es otra background
                        if (Vector2.Distance(myCharacter.transform.position, mousePositionInWorldSpace) <= myCharacter.destroyLimitRadius)
                        {
                            if (myCharacter.PlayerInventory[myCharacter.selectedInventoryIndex] != null && myCharacter.PlayerInventory[myCharacter.selectedInventoryIndex].TypeOfItem.Equals(ItemType.Placeable))
                            {
                                if (TileCodification.getTileLayer(myCharacter.PlayerInventory[myCharacter.selectedInventoryIndex].ItemName) != LayerMask.NameToLayer("Backgroun Tile"))
                                {
                                    Vector3    objecPos   = builtTilePosition(mousePositionInWorldSpace);
                                    GameObject tilePrefab = Resources.Load("Tiles/" + myCharacter.PlayerInventory[myCharacter.selectedInventoryIndex].ItemName) as GameObject;
                                    GameObject tile       = Instantiate(tilePrefab, objecPos, Quaternion.identity) as GameObject;
                                    tile.GetComponent <Tile>().canPlaceOverIt = false;
                                    myCharacter.PlayerInventory[myCharacter.selectedInventoryIndex].ItemQuantity--;
                                    tile.name = myCharacter.PlayerInventory[myCharacter.selectedInventoryIndex].ItemName;
                                    tile.transform.SetParent(GameObject.Find("World").transform);

                                    if (tile.layer.Equals(LayerMask.NameToLayer("Front Tile")))
                                    {
                                        tile.layer = LayerMask.NameToLayer("Ground");
                                    }
                                }
                            }
                        }
                        else
                        {
                            Debug.Log("No puede construir tan lejos");
                        }
                    }
                    else
                    if (hit.transform.gameObject.layer.Equals(LayerMask.NameToLayer("Special Tile")))
                    {
                        //Instanciar el bloque solo si es es una FrtonTile
                        if (Vector2.Distance(myCharacter.transform.position, mousePositionInWorldSpace) <= myCharacter.destroyLimitRadius)
                        {
                            if (myCharacter.PlayerInventory[myCharacter.selectedInventoryIndex] != null && myCharacter.PlayerInventory[myCharacter.selectedInventoryIndex].TypeOfItem.Equals(ItemType.Placeable))
                            {
                                if (TileCodification.getTileLayer(myCharacter.PlayerInventory[myCharacter.selectedInventoryIndex].ItemName) == LayerMask.NameToLayer("Front Tile"))//only if is a front tile
                                {
                                    if (hit.transform.GetComponent <Tile>().canPlaceOverIt)
                                    {
                                        Vector3    objecPos   = builtTilePosition(mousePositionInWorldSpace);
                                        GameObject tilePrefab = Resources.Load("Tiles/" + myCharacter.PlayerInventory[myCharacter.selectedInventoryIndex].ItemName) as GameObject;
                                        GameObject tile       = Instantiate(tilePrefab, objecPos, Quaternion.identity) as GameObject;
                                        tile.GetComponent <Tile>().canPlaceOverIt = false;
                                        myCharacter.PlayerInventory[myCharacter.selectedInventoryIndex].ItemQuantity--;
                                        tile.name = myCharacter.PlayerInventory[myCharacter.selectedInventoryIndex].ItemName;
                                        tile.transform.SetParent(GameObject.Find("World").transform);
                                    }
                                }
                            }
                        }
                        else
                        {
                            Debug.Log("No puede construir tan lejos");
                        }
                    }
                    else
                    {
                        //Do nothing, can't instantiate tile over the other layers
                    }
                }
                else//not hit something
                {
                    if (!EventSystem.current.IsPointerOverGameObject())//isn't over an UI element
                    {
                        //We transform de mouse position on a World position
                        Vector2 mousePositionInWorldSpace = new Vector2(Camera.main.ScreenToWorldPoint(mousePosition).x, Camera.main.ScreenToWorldPoint(mousePosition).y);

                        //We verify if the click is on player destry Limit radius
                        if (Vector2.Distance(myCharacter.transform.position, mousePositionInWorldSpace) <= myCharacter.destroyLimitRadius)
                        {
                            if (myCharacter.PlayerInventory[myCharacter.selectedInventoryIndex] != null && myCharacter.PlayerInventory[myCharacter.selectedInventoryIndex].TypeOfItem.Equals(ItemType.Placeable))
                            {
                                GameObject tilePrefab = Resources.Load("Tiles/" + myCharacter.PlayerInventory[myCharacter.selectedInventoryIndex].ItemName) as GameObject;
                                Vector3    objecPos   = builtTilePosition(mousePositionInWorldSpace);
                                GameObject tile       = Instantiate(tilePrefab, objecPos, Quaternion.identity) as GameObject;
                                myCharacter.PlayerInventory[myCharacter.selectedInventoryIndex].ItemQuantity--;
                                tile.name = myCharacter.PlayerInventory[myCharacter.selectedInventoryIndex].ItemName;
                                tile.transform.SetParent(GameObject.Find("World").transform);
                            }
                        }
                        else
                        {
                            Debug.Log("No puede construir tan lejos");
                        }
                    }
                }
            }
            else
            {
                //We release Long press
                if (hit)
                {
                    if (hit.transform.tag.Equals("Tile"))
                    {
                        if (Vector2.Distance(myCharacter.transform.position, hit.transform.position) <= myCharacter.destroyLimitRadius)
                        {
                            Tile tile = hit.transform.GetComponent <Tile>();
                            tile.ReleasedTile();
                        }
                    }
                }
            }
        }
#endif
    }
Beispiel #2
0
    /// <summary>
    /// Saves the world file at worlds folder
    /// </summary>
    /// <param name="tilesPlaced">The List of tiles placed at the world</param>
    /// <param name="sizeX">Number of Columns</param>
    /// <param name="sizeY">Number of rowns</param>
    /// <param name="worldName">The world Name (World file name)</param>
    public static void saveWorld(List <mapEditorMenuScript.TileInWorldSpace> tilesPlaced, int sizeX, int sizeY, string worldName)
    {
        if (Directory.Exists(worldsFilesPath))//If the folder already exist
        {
            if (worldName != "")
            {
#if UNITY_ANDROID && !UNITY_EDITOR
                string worldPath = worldsFilesPath + "/" + worldName + ".txt";
#elif UNITY_EDITOR
                string worldPath = worldsFilesPath + "\\" + worldName + ".txt";
#endif
                if (!File.Exists(worldPath))//If there isn't the same world
                {
                    //Debug.Log("Bien, el mundo no existe");
                    if (verifHasSpawnPoints(tilesPlaced))//If there is at least one spawn point
                    {
                        //Debug.Log("Tiene Spawn Point");
                        try
                        {
                            StreamWriter sw = new StreamWriter(worldPath);
                            sw.WriteLine(sizeY + "x" + sizeX);
                            sw.WriteLine("Sky;Underground");//Top background and bottom background

                            for (int i = sizeY - 1; i >= 0; i--)
                            {
                                string line = string.Empty;
                                for (int j = 0; j <= sizeX - 1; j++)
                                {
                                    bool swt1 = false;
                                    int  k    = 0;
                                    while (k < tilesPlaced.Count && swt1 == false)
                                    {
                                        if (tilesPlaced[k].Position.Equals(new Vector3(blockSize * j, blockSize * i, 0)))//Look for the actual tile, placed at the same position
                                        {
                                            swt1 = true;
                                        }
                                        else
                                        {
                                            k++;
                                        }
                                    }
                                    if (swt1)                                                                                              //If found one
                                    {
                                        if (TileCodification.getTileLayer(tilesPlaced[k].TileName) != LayerMask.NameToLayer("Front Tile")) //Solo se revisa si hay otro tile en la misma psicion si no es un Front Tile
                                        {
                                            //We make the second Search omiting the one we found
                                            bool swt2 = false;
                                            int  l    = 0;
                                            while (l < tilesPlaced.Count && !swt2)
                                            {
                                                if (tilesPlaced[l].Position.Equals(new Vector3(blockSize * j, blockSize * i, 0)) && l != k)//Look for the actual tile, placed at the same position
                                                {
                                                    swt2 = true;
                                                }
                                                else
                                                {
                                                    l++;
                                                }
                                            }

                                            if (swt2)//Encontro otra tile en la misma posicion
                                            {
                                                string tile1Code = TileCodification.getTileCode(tilesPlaced[k].TileName);
                                                string tile2Code = TileCodification.getTileCode(tilesPlaced[l].TileName);
                                                if (tile1Code.Substring(0, 1) == "b" && (tile2Code.Substring(0, 1) == "s" || tile2Code.Substring(0, 1) == "f"))
                                                {
                                                    if (j == 0)
                                                    {
                                                        line = tile1Code + "-" + tile2Code;
                                                        //line = tile1Code.Substring(0, 1) + "xx-" + tile2Code.Substring(0, 1) + "xx";
                                                    }
                                                    else
                                                    {
                                                        line = line + ";" + tile1Code + "-" + tile2Code;
                                                        //line= line+";"+ tile1Code.Substring(0, 1) + "xx-" + tile2Code.Substring(0, 1) + "xx";
                                                    }
                                                }
                                                else
                                                if (tile2Code.Substring(0, 1) == "b" && (tile1Code.Substring(0, 1) == "s" || tile1Code.Substring(0, 1) == "f"))
                                                {
                                                    if (j == 0)
                                                    {
                                                        line = tile2Code + "-" + tile1Code;
                                                        //line = tile2Code.Substring(0, 1) + "xx-" + tile1Code.Substring(0, 1) + "xx";
                                                    }
                                                    else
                                                    {
                                                        line = line + ";" + tile2Code + "-" + tile1Code;
                                                        //line= line+";"+ tile2Code.Substring(0, 1) + "xx-" + tile1Code.Substring(0, 1) + "xx";
                                                    }
                                                }
                                                else
                                                if (tile1Code.Substring(0, 1) == "s")    //se infiere que la otra es f porque es la unica posibilidad
                                                {
                                                    if (j == 0)
                                                    {
                                                        line = tile1Code + "-" + tile2Code;
                                                        //line = tile1Code.Substring(0, 1) + "xx-" + tile2Code.Substring(0, 1) + "xx";
                                                    }
                                                    else
                                                    {
                                                        line = line + ";" + tile1Code + "-" + tile2Code;
                                                        //line= line+";"+ tile1Code.Substring(0, 1) + "xx-" + tile2Code.Substring(0, 1) + "xx";
                                                    }
                                                }
                                                else
                                                if (tile2Code.Substring(0, 1) == "s")    //Se infiere que la otra es f
                                                {
                                                    if (j == 0)
                                                    {
                                                        line = tile2Code + "-" + tile1Code;
                                                        //line= tile2Code.Substring(0, 1) + "xx-" + tile1Code.Substring(0, 1) + "xx";
                                                    }
                                                    else
                                                    {
                                                        line = line + ";" + tile2Code + "-" + tile1Code;
                                                        //line= line+";"+ tile2Code.Substring(0, 1) + "xx-" + tile1Code.Substring(0, 1) + "xx";
                                                    }
                                                }
                                                else
                                                {
                                                    Debug.Log("Error, condicion no validada");
                                                    Message.showMessageText("Error, condicion no validada");
                                                }
                                            }
                                            else//Dind't found the posible second Tile
                                            {
                                                if (j == 0)
                                                {
                                                    line = TileCodification.getTileCode(tilesPlaced[k].TileName) + "-0";//Codigo del tile
                                                    //line = "xxx-0";
                                                }
                                                else
                                                {
                                                    line = line + ";" + TileCodification.getTileCode(tilesPlaced[k].TileName) + "-0";
                                                    //line = line + ";xxx-0";
                                                }
                                            }
                                        }
                                        else//Found a Front Tile
                                        {
                                            if (j == 0)
                                            {
                                                line = "0-" + TileCodification.getTileCode(tilesPlaced[k].TileName);//Codigo del tile
                                                //line = "0-xxx";
                                            }
                                            else
                                            {
                                                line = line + ";0-" + TileCodification.getTileCode(tilesPlaced[k].TileName);
                                                //line = line + ";0-xxx";
                                            }
                                        }
                                    }
                                    else//There is no tile there, so it's 0
                                    {
                                        if (j == 0)
                                        {
                                            line = "0-0";
                                        }
                                        else
                                        {
                                            line = line + ";0-0";
                                        }
                                    }
                                }
                                //Debug.Log(line);
                                sw.WriteLine(line);
                            }
                            sw.Close();
                            Message.showMessageText("World Saved Succesfully", MessageType.OK);
                        }
                        catch (Exception e)
                        {
                            Message.showMessageText(e.ToString());
                        }
                    }
                    else
                    {
                        Message.showMessageText("There is no spawn point on the world, must be at least one", MessageType.Error, 5);
                    }
                }
                else
                {
                    Message.showMessageText("This World Already Exists, Change the Name", MessageType.Error, 3);
                }
            }
            else
            {
                Message.showMessageText("Invalid Name", MessageType.Error);
            }
        }
        else
        {
            try
            {
#if UNITY_ANDROID && !UNITY_EDITOR
                if (!Directory.Exists("/storage/emulated/0/SquadCraft"))         //If there is no SquadcraftBattles folder on sd (Usually when first installed)
                {
                    Directory.CreateDirectory("/storage/emulated/0/SquadCraft"); //Creates the folder
                }
#elif UNITY_EDITOR
                //On the editor the folder "always exist", dont erase anaything, I create them manually
#endif
                Directory.CreateDirectory(worldsFilesPath);//Creates the My worlds where worlds are storage
            }
            catch (Exception e)
            {
                Message.showMessageText(e.ToString());
            }
            saveWorld(tilesPlaced, sizeX, sizeY, worldName);
        }
    }