public void Process(ExplorationScene entity, FytInput input) { if (!entity.GetPartyLeader().Unit.Body.IsMoving()) { entity.StateMachine.ChangeState(ExplorationStates.CALCULATE_PATH); } }
public void Process(ExplorationScene entity, FytInput input) { if (entity.IsMoveActionFiredOnUI()) { entity.StateMachine.ChangeState(ExplorationStates.RUN_ACTION); } }
public void Process(ExplorationUI entity, FytInput input) { if (input.Tapping()) { Node node = entity.GetMovementNode(input); if (node != null) { entity.SetSelection(node); entity.StateMachine.ChangeState(ExplorationUIStates.TRACE_PATH); } } }
public Node GetMovementNode(FytInput input) { Vector2Int tilePosition = MathUtils.TileVectorFromWorld(input.MouseWorldPosition()); for (int i = 0; i < movementNodes.Count; i++) { Node node = movementNodes[i]; if (node.X == tilePosition.x && node.Y == tilePosition.y) { return(node); } } return(null); }
public void FytLateUpdate(FytInput input) { // Set target position if (transformTarget != null) { Vector3 pos = transformTarget.position; positionTarget.Set(pos.x, pos.y + PIVOT_OFFSET, pos.z); } // Lerp Vector3 oldPosition = transform.position; Vector3 moveTo = new Vector3(positionTarget.x, positionTarget.y, oldPosition.z); transform.position = Vector3.Lerp(oldPosition, moveTo, Alpha); }
public void Process(ExplorationUI entity, FytInput input) { if (input.Tapping()) { Node node = entity.GetMovementNode(input); if (node != null) { if (entity.IsCurrentRetraceNode(node)) { entity.StateMachine.ChangeState(ExplorationUIStates.FIRE_MOVE_ACTION); } else { entity.SetSelection(node); entity.StateMachine.ChangeState(ExplorationUIStates.TRACE_PATH); } } } }
public void Process(FytInput input) { if (!locked) { StateMachine.Process(input); if (input.Dragging()) { smoothCamera.ResetAlpha(); smoothCamera.ClearTransformTarget(); Vector3 dragAmount = input.WorldDragAmount(); smoothCamera.ChangePositionTarget(-dragAmount.x, -dragAmount.y); } } else { smoothCamera.Alpha = SmoothCamera.ALPHA_SLOW; partyLeader.Unit.Body.ApplyTransformToCamera(smoothCamera); } }
public void Process(ExplorationUI entity, FytInput input) { }
public void Process(FytInput input) { Unit.Body.Update(); }
public void Process(FytInput input) { currentState.Process(entity, input); }
public void FytLateUpdate(FytInput input) { }
public void FytUpdate(FytInput input) { components.Units.Process(input); StateMachine.Process(input); explorationUI.Process(input); }
public void FytEarlyUpdate(FytInput input) { }