public void Farm_Placer_Controller()
    {
        //Find the posision of the mouse
        mouse_pos = mouse_position_script.Get_Mouse_Pos();

        //If you click and you are not selecting an area
        //If you not clicking a button
        if (Input.GetMouseButtonUp(0) && selecting_area == false && ui_manager_script.Get_Button_Pressed() == false)
        {
            //Make the click position equal the mouse position
            //Change bool to say you are selecting an area
            click_pos      = mouse_pos;
            selecting_area = true;
        }

        //If the farms area is smaller than 100 in area
        //If you click and you are not selecting an area
        //If you are not clicking a button
        //If it is not colliding with anything
        else if (Input.GetMouseButtonUp(0) && ui_manager_script.Get_Button_Pressed() == false && selecting_area == true && is_colliding == false && (Mathf.Abs(click_pos[0] - mouse_pos[0]) + 1) * (Mathf.Abs(click_pos[2] - mouse_pos[2]) + 1) <= 100 && (Mathf.Abs(click_pos[0] - mouse_pos[0]) + 1) * (Mathf.Abs(click_pos[2] - mouse_pos[2]) + 1) >= 10)
        {
            //Creates the farm object
            //Resizes it to the correct dimentions
            perm_farm_placer = Instantiate(perm_farm_object, new Vector3((click_pos[0] + mouse_pos[0]) / 2, 0, (click_pos[2] + mouse_pos[2]) / 2), rot_zero);
            perm_farm_placer.transform.localScale = new Vector3(Mathf.Abs(click_pos[0] - mouse_pos[0]) + 1, 0.1f, Mathf.Abs(click_pos[2] - mouse_pos[2]) + 1);

            //Change bool to say you are not selecting an area
            selecting_area = false;

            //Adds a building to the building amounts list
            data_manager_script.Change_Building(5, 1);
        }

        //If you right click and you are selecting an area
        //Change bool to say you are not selecting an area
        if (Input.GetMouseButtonUp(1) && selecting_area == true)
        {
            selecting_area = false;
        }

        //Destroy old selector and place down new on inbetween the two corner points
        //Change the scale so that the selector goes between both corners.
        if (selecting_area == true)
        {
            Destroy(temp_farm_placer);
            temp_farm_placer = Instantiate(temp_farm_object, new Vector3((click_pos[0] + mouse_pos[0]) / 2, 0, (click_pos[2] + mouse_pos[2]) / 2), rot_zero);
            temp_farm_placer.transform.localScale = new Vector3(Mathf.Abs(click_pos[0] - mouse_pos[0]) + 1, 0.1f, Mathf.Abs(click_pos[2] - mouse_pos[2]) + 1);
        }

        //If you are not selecting an area destory the previous selector and place down a new selector.
        else
        {
            Destroy(temp_farm_placer);
            temp_farm_placer = Instantiate(temp_farm_object, new Vector3(mouse_pos[0], 0, mouse_pos[2]), rot_zero);
        }

        //Resets variable every time the script is run
        is_colliding = false;
    }
    public void Road_Builder_Controller()
    {
        //Calls function Get_Mouse_Pos from another script and stores output in mouse_pos
        mouse_pos = mouse_position_script.Get_Mouse_Pos();

        //Destroys and recreates temp_road with gameobject temp_road_parent in it
        Destroy(temp_road);
        temp_road = Instantiate(temp_road_parent);

        //if variable is false create a gameobject as a child of temp_road
        if (drawing_road == false)
        {
            Instantiate(temp_road_object, mouse_pos, rot_zero, temp_road.transform);
        }

        //If you are clicking the left mouse button
        //If you are not drawing a road
        //If your not clicking a button
        if (Input.GetMouseButtonUp(0) && drawing_road == false && ui_manager_script.Get_Button_Pressed() == false)
        {
            //Make the click position equal the mouse position
            //Change bool to say you are selecting an area
            drawing_road = true;
            click_pos    = mouse_pos;
        }

        //If you are clicking the left mouse button
        //If you are not drawing a road
        //If you are not colliding with anything
        //If your not clicking a button
        else if (Input.GetMouseButtonUp(0) && ui_manager_script.Get_Button_Pressed() == false && drawing_road == true && is_colliding == false)
        {
            //Stop drawing road
            //Run the method
            drawing_road = false;
            Perm_Road_Placer();
        }

        //If variable is true run procdure
        else if (drawing_road == true)
        {
            Temp_Road_Placer();
        }

        //right clicking stops the building of a road
        if (Input.GetMouseButtonUp(1) && drawing_road == true)
        {
            drawing_road = false;
        }

        //Every time the script is run it resets the bool to false
        is_colliding = false;
    }
Beispiel #3
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    public void Resource_Collection_Controller()
    {
        //Find the posision of the mouse
        mouse_pos = mouse_position_script.Get_Mouse_Pos();

        //If you left click and you are not collecting a resource
        //If you are not clicking a button
        if (Input.GetMouseButtonUp(0) && resource_collection == false && ui_manager_script.Get_Button_Pressed() == false)
        {
            //Make the click position equal the mouse position
            //Change bool to say you are selecting an area
            click_pos           = mouse_pos;
            resource_collection = true;
        }

        //If you left click and you are collecting a resource
        else if (Input.GetMouseButtonUp(0) && resource_collection == true)
        {
            //Change bool to say you are not collecting a resource
            resource_collection = false;
        }

        //If you right click and you are collecting a resource
        if (Input.GetMouseButtonUp(1) && resource_collection == true)
        {
            //Change bool to say you are not collecting a resource
            resource_collection = false;
        }

        //If you are collecting a resource
        if (resource_collection == true)
        {
            //Destroy old collector and places down a new one inbetween the two points
            //Change the scale so that the selector fits between both corners.
            Destroy(resource_collector_placer);
            resource_collector_placer = Instantiate(current_resource_collector, new Vector3((click_pos[0] + mouse_pos[0]) / 2, 0, (click_pos[2] + mouse_pos[2]) / 2), rot_zero);
            resource_collector_placer.transform.localScale = new Vector3(Mathf.Abs(click_pos[0] - mouse_pos[0]) + 1, 0.1f, Mathf.Abs(click_pos[2] - mouse_pos[2]) + 1);
        }

        //If you are not collecting a resource
        else
        {
            //Destory the previous collector and place down a new one
            Destroy(resource_collector_placer);
            resource_collector_placer = Instantiate(current_resource_collector, new Vector3(mouse_pos[0], 0, mouse_pos[2]), rot_zero);
        }
    }
Beispiel #4
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    public void Bulldozer_Controller()
    {
        //Find the posision of the mouse
        mouse_pos = mouse_position_script.Get_Mouse_Pos();

        //If you click and you are not selecting an area
        //Make the click position equal the mouse position
        //Change bool to say you are selecting an area
        if (Input.GetMouseButtonUp(0) && bulldozing == false && ui_manager_script.Get_Button_Pressed() == false)
        {
            click_pos  = mouse_pos;
            bulldozing = true;
        }

        //If you click and you are selecting an area
        //Change bool to say you are not selecting an area
        else if (Input.GetMouseButtonUp(0) && bulldozing == true)
        {
            bulldozing = false;
        }

        //If you right click and you are selecting an area
        //Change bool to say you are not selecting an area
        if (Input.GetMouseButtonUp(1) && bulldozing == true)
        {
            bulldozing = false;
        }

        //Destroy old selector and place down new on inbetween the two corner points
        //Change the scale so that the selector goes between both corners.
        if (bulldozing == true)
        {
            Destroy(bulldozer_placer);
            bulldozer_placer = Instantiate(bulldozer_object, new Vector3((click_pos[0] + mouse_pos[0]) / 2, 0, (click_pos[2] + mouse_pos[2]) / 2), rot_zero);
            bulldozer_placer.transform.localScale = new Vector3(Mathf.Abs(click_pos[0] - mouse_pos[0]) + 1, 0.1f, Mathf.Abs(click_pos[2] - mouse_pos[2]) + 1);
        }

        //If you are not selecting an area destory the previous selector and place down a new selector.
        else
        {
            Destroy(bulldozer_placer);
            bulldozer_placer = Instantiate(bulldozer_object, new Vector3(mouse_pos[0], 0, mouse_pos[2]), rot_zero);
        }
    }
    public void Building_Placer_Controller()
    {
        //Calls function Get_Mouse_Pos and returns vector3
        mouse_pos = mouse_position_script.Get_Mouse_Pos();

        //Makes sure that the object isnt inside another object
        //Checks to see if you have enough resources in the inventory
        //Makes sure you arent clicking a button
        if (Input.GetMouseButtonUp(0) && ui_manager_script.Get_Button_Pressed() == false && is_colliding == false && gold_cost <= data_manager_script.Check_Resources(0) && wood_cost <= data_manager_script.Check_Resources(1) && stone_cost <= data_manager_script.Check_Resources(2) && iron_cost <= data_manager_script.Check_Resources(3))
        {
            //Places a building at mouse
            Instantiate(perm_building, mouse_pos, rot_building);

            //Takes away the correct amount of resoucrces for the building
            data_manager_script.Change_Resources(1, -gold_cost);
            data_manager_script.Change_Resources(1, -wood_cost);
            data_manager_script.Change_Resources(2, -stone_cost);
            data_manager_script.Change_Resources(1, -iron_cost);

            //Changes the amount of that type of building in the list by 1
            data_manager_script.Change_Building(current_building_key, 1);
        }

        else
        {
            //Destroys the old tempereary building and creates new one at the mouse
            Destroy(temp_building_object);
            temp_building_object = Instantiate(temp_building, mouse_pos, rot_building);
        }

        //If R is pressed call the method
        if (Input.GetKeyDown("r") == true)
        {
            Building_Rotation();
        }

        //Every time the script is run it resets the bool to false
        is_colliding = false;
    }