Ejemplo n.º 1
0
 public void DelegatePlayerAction(BattleSoloSceneManager.SceneStatus p_sceneStatus, BattleSoloInputManager.PlayerTouchInput p_touchInput, GameObject p_objectTouched)
 {
     switch (p_touchInput)
     {
         case BattleSoloInputManager.PlayerTouchInput.SHIP_GUN:
             OnTouchShipGun(p_sceneStatus, p_objectTouched.GetComponent<ShipGun>());
         break;
         case BattleSoloInputManager.PlayerTouchInput.REMOVE_TARGET:
             OnTouchRemoveTarget(p_sceneStatus, p_objectTouched);
         break;
     }
 }
Ejemplo n.º 2
0
    private void OnTouchRemoveTarget(BattleSoloSceneManager.SceneStatus p_sceneStatus, GameObject p_removeTarget)
    {
        switch (p_sceneStatus)
        {
            case BattleSoloSceneManager.SceneStatus.IDLE:
                ShipGunSight __shipGunTarget = p_removeTarget.transform.parent.GetComponent<ShipGunSight>();

                __shipGunTarget.targetDisplay.SetPosition(1, __shipGunTarget.transform.position);
                __shipGunTarget.transform.GetChild(0).gameObject.SetActive(false);

                if (onRemovePlayerBattleAction != null) onRemovePlayerBattleAction(__shipGunTarget.shipGun);
            break;
        }
    }
Ejemplo n.º 3
0
 private void OnTouchShipGun(BattleSoloSceneManager.SceneStatus p_sceneStatus, ShipGun p_shipGun)
 {
     switch(p_shipGun.owner)
     {
         case Ship.Owner.PLAYER:
             switch(p_sceneStatus)
             {
                 case BattleSoloSceneManager.SceneStatus.IDLE:
                 case BattleSoloSceneManager.SceneStatus.PLAYER_SHIP_GUN_SELECTED:
                     if(onSelectPlayerShipGun != null) onSelectPlayerShipGun(p_shipGun);
                 break;
             }
         break;
         case Ship.Owner.FOE:
             switch(p_sceneStatus)
             {
                 case BattleSoloSceneManager.SceneStatus.PLAYER_SHIP_GUN_SELECTED:
                     if(onSetPlayerBattleAction != null) onSetPlayerBattleAction(PlayerAction.ATTACK, p_shipGun);
                 break;
             }
         break;
     }
 }