Ejemplo n.º 1
0
        void OnTeamChanged()
        {
            _selectedUnit          = null;
            softwareMinimap.team   = team;
            teamColorGraphic.color = teamColors[team];

            _platform.SetCameraTeam(mainCamera, team);

            // make it so only the current team will update their texture (this is an optimisation)
            foreach (FogOfWarTeam fowteam in FogOfWarTeam.instances)
            {
                fowteam.outputToTexture = fowteam.team == team;
            }
        }
        void Update()
        {
            if (Input.GetKeyDown(KeyCode.Escape))
            {
                UnityEngine.SceneManagement.SceneManager.LoadScene(UnityEngine.SceneManagement.SceneManager.GetActiveScene().buildIndex);
                return;
            }

            // select unit
            if (Input.GetKeyDown(KeyCode.Mouse0))
            {
                RaycastHit hit;
                if (Physics.Raycast(_camera.ScreenPointToRay(Input.mousePosition), out hit))//, unitLayer))
                {
                    FogOfWarUnit unit = hit.collider.GetComponent <FogOfWarUnit>();
                    if (unit != null && unit.team == _fog.team)
                    {
                        int index = _units.FindIndex(((u) => u.unit == unit));
                        if (index != -1)
                        {
                            _units.Add(_units[index]);
                            _units.RemoveAt(index);
                        }
                        else
                        {
                            _units.Add(new FOWUnit(unit));
                        }
                    }
                }
            }

            // move unit
            if (_units.Count > 0 && (Input.GetKeyDown(KeyCode.Mouse1) || Input.GetKeyDown(KeyCode.Mouse2)))
            {
                RaycastHit[] hits = Physics.RaycastAll(_camera.ScreenPointToRay(Input.mousePosition));
                if (hits.Length > 0)
                {
                    Vector3 p = hits[hits.Length - 1].point;
                    p.y = 1.0f;
                    _units[_units.Count - 1].destination = p;
                }
            }

            // update units
            float moveamount = unitMoveSpeed * Time.deltaTime;

            for (int i = 0; i < _units.Count; ++i)
            {
                FOWUnit u         = _units[i];
                Vector3 direction = u.destination - u.position;
                direction.y = 0.0f;
                if (direction.sqrMagnitude < moveamount * moveamount)
                {
                    u.position = new Vector3(u.destination.x, u.position.y, u.destination.z);
                }
                else
                {
                    u.position          += direction.normalized * moveamount;
                    u.transform.rotation = Quaternion.Slerp(u.transform.rotation, Quaternion.LookRotation(direction, Vector3.up), moveamount);
                }
            }

            // update highlight
            if (_units.Count > 0)
            {
                highlight.position = new Vector3(_units[_units.Count - 1].position.x, 0.1f, _units[_units.Count - 1].position.z);
                highlight.gameObject.SetActive(true);
            }

            // update camera
            _cameraTransform.position += new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")) * (Time.deltaTime * cameraSpeed);

            if (Input.touchCount == 1)
            {
                Vector2 delta = Input.GetTouch(0).deltaPosition;
                _cameraTransform.position += new Vector3(-delta.x, 0, -delta.y);
            }

            // update camera zooming
            float zoomchange = Input.GetAxis("Mouse ScrollWheel");

            _cameraTransform.position = new Vector3(_cameraTransform.position.x, Mathf.Clamp(_cameraTransform.position.y - zoomchange * 10, 25, 50), _cameraTransform.position.z);
        }
Ejemplo n.º 3
0
        void Update()
        {
            // change team
            if (Input.GetKeyDown(KeyCode.Tab))
            {
                team = (team + 1) % FogOfWarTeam.instances.Count;
                OnTeamChanged();
            }

            // reset fog
            if (Input.GetKeyDown(KeyCode.R))
            {
                _team.Reinitialize();
            }

            // toggle clear fog
            if (Input.GetKeyDown(KeyCode.C))
            {
                clearFog.enabled = !clearFog.enabled;
            }

            // toggle minimap
            if (Input.GetKeyDown(KeyCode.M))
            {
                softwareMinimap.gameObject.SetActive(!softwareMinimap.gameObject.activeSelf);
                hardwareMinimap.SetActive(!hardwareMinimap.activeSelf);
            }

            // select unit
            if (Input.GetKeyDown(KeyCode.Mouse0) && Physics.Raycast(mainCamera.ScreenPointToRay(Input.mousePosition), out RaycastHit hit))
            {
                FogOfWarUnit unit = hit.collider.GetComponent <FogOfWarUnit>();
                _selectedUnit = null;
                if (unit != null && unit.team == team)
                {
                    int index = _units.FindIndex(((u) => u.unit == unit));
                    if (index != -1)
                    {
                        _selectedUnit = _units[index];
                    }
                }
            }

            // move selected unit
            if (_selectedUnit != null && Input.GetKeyDown(KeyCode.Mouse1))
            {
                if (Physics.Raycast(mainCamera.ScreenPointToRay(Input.mousePosition), out RaycastHit selecthit))
                {
                    Vector3 p = selecthit.point;
                    p.y = _selectedUnit.position.y;
                    _selectedUnit.destination = p;
                }
            }

            // clear fogged area
            if (Input.GetKeyDown(KeyCode.Mouse2) && Physics.Raycast(mainCamera.ScreenPointToRay(Input.mousePosition), out hit))
            {
                _team.SetFog(new Bounds(hit.point, Vector3.one * unfogSize), 0);
            }

            // update unit movements
            float moveamount = unitMoveSpeed * Time.deltaTime;

            foreach (FOWUnit unit in _units)
            {
                // find new position to move to
                if (unit.destination == null)
                {
                    if (unit.team != team)
                    {
                        float maxmovement = 10;
                        unit.destination = unit.position + new Vector3(Random.Range(-maxmovement, maxmovement), 0, Random.Range(-maxmovement, maxmovement));
                        if (!Physics.Raycast(unit.destination.Value + Vector3.up, Vector3.down))
                        {
                            unit.destination = null;
                        }
                    }

                    if (unit.destination == null)
                    {
                        continue;
                    }
                }

                // perform movement
                Vector3 offset = unit.destination.Value - unit.position;
                unit.position = Vector3.MoveTowards(unit.position, unit.destination.Value, moveamount);
                if (offset.sqrMagnitude > 0.01f)
                {
                    unit.transform.rotation = Quaternion.Slerp(unit.transform.rotation, Quaternion.LookRotation(offset, Vector3.up), moveamount);
                }

                // if we have arrived at the destination
                if (offset.sqrMagnitude < 0.01f)
                {
                    unit.destination = null;
                }
            }

            // update highlight
            if (_selectedUnit != null)
            {
                Vector3 pos = _selectedUnit.transform.position;
                pos.y = 0.1f;
                highlight.position = pos;
                highlight.gameObject.SetActive(true);
            }
            else
            {
                highlight.gameObject.SetActive(false);
            }

            // update camera
            Transform camtransform = mainCamera.transform;

            camtransform.position += new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")) * (Time.deltaTime * cameraSpeed);

            if (Input.touchCount == 1)
            {
                Vector2 delta = Input.GetTouch(0).deltaPosition;
                camtransform.position += new Vector3(-delta.x, 0, -delta.y);
            }

            // update camera zooming
            float zoomchange = Input.GetAxis("Mouse ScrollWheel");

            camtransform.position = new Vector3(camtransform.position.x, Mathf.Clamp(camtransform.position.y - zoomchange * 10, 25, 50), camtransform.position.z);
        }