Example #1
0
    public void Start()
    {
        selectedButton        = null;
        selectedButtonMenuPos = inGameMenuRefrence.menuButtons.Length - 1;

        menuPress = false;

        //Get our limits form the camera set up
        limits = cam.limits;

        //start off with controler disabled
        disableTimer = timeToDisableWaitTime;

        //set player ID to player 1
        playerID = 0;

        //creat then disable our cursor highlight
        cursorHighLight = Instantiate(cursorPrefab, new Vector3(0, 0, 0), Quaternion.identity);
        cursorHighLight.SetActive(false);
    }
Example #2
0
    public void Update()
    {
        //increase timers
        disableTimer += Time.deltaTime;
        waitTimer    += Time.deltaTime;

        if (menuPress == true && Input.GetAxis("AButton") == 0)
        {
            selectedButton.onClick.Invoke();
            UImanager.currUIState = UIManager.eUIState.BASE;
            UImanager.stateSwitch();

            selectedButton.cursorClicked  = false;
            selectedButton.cursorSelected = false;

            selectedButtonMenuPos           = inGameMenuRefrence.menuButtons.Length - 1;
            selectedButton                  = null;
            inGameMenuRefrence.cursorActive = false;
            menuPress = false;
        }

        //check if we have swpaed player turns and set cursor to new players king position
        if (playerID != gameManagment.activePlayer.playerID)
        {
            gameManagment.activePlayer.CalculateKingPosition();
            hoverOverTile = map.GetTileAtPos(gameManagment.activePlayer.kingPosition);
            cursorPos     = hoverOverTile.pos;

            cursorHighLight.transform.position = hoverOverTile.pos;

            playerID = gameManagment.activePlayer.playerID;
        }

        //check if controller input has not been used and if so set it to ddefault position
        //disable it and go into a visual stand by
        if (disableTimer > timeToDisableWaitTime)
        {
            gameManagment.activePlayer.CalculateKingPosition();
            hoverOverTile = map.GetTileAtPos(gameManagment.activePlayer.kingPosition);
            cursorPos     = hoverOverTile.pos;

            cursorHighLight.transform.position = hoverOverTile.pos;
            cursorHighLight.SetActive(false);

            for (int i = 0; i < actionButtons.Length; i++)
            {
                actionButtons[i].SetActive(false);
            }
        }
        else
        {
            //make sure the cursor highlight is active if in use
            cursorHighLight.SetActive(true);
            for (int i = 0; i < actionButtons.Length; i++)
            {
                actionButtons[i].SetActive(true);
            }
        }

        //deteck if player has put in any controller inputs
        DetectButtonPress();
    }
Example #3
0
    /*
     * InGameButtonChecks
     * public void function
     *
     * this goes and checks to see if we have pressed any buttons on our controller
     * if those button presses are currently valid to use and activates there functions
     * as is appropriate while we are playing the game
     *
     * @returns nothing
     */
    public void InGameButtonChecks()
    {
        //left click function call
        if (Input.GetAxis("LeftTrigger") == 1 && waitTimer > 0.5f)
        {
            gameManagment.OnTileSelectedLeftClick(hoverOverTile);
        }

        //right click function call
        if (Input.GetAxis("RightTrigger") == 1 && waitTimer > 0.5f)
        {
            Vector3 vector3 = Camera.main.WorldToScreenPoint(hoverOverTile.pos);
            gameManagment.OnTileSelectedRightClick(hoverOverTile, vector3);
        }

        //if player is holding down both trigger for more then the endTurnWaitTimer end current players turn
        if (Input.GetAxis("LeftTrigger") == 1 && Input.GetAxis("RightTrigger") == 1)
        {
            endTurnTimer += Time.deltaTime;
            if (endTurnTimer >= endTurnWaitTimer)
            {
                gameManagment.OnNextTurn();
                waitTimer = 0;
            }
        }
        else
        {
            endTurnTimer = 0;
        }

        //if any unit action UI is not at 10000 then it is valid to use
        if (UImanager.Buttons[0].GetComponent <RectTransform>().anchoredPosition.x != 10000)
        {
            //if we press the A button sends a move comand
            if (Input.GetAxis("AButton") == 1)
            {
                Debug.Log("AButton Pressed");
                gameManagment.OnActionSelected(1);
                disableTimer = 0;
                return;
            }
        }

        if (UImanager.Buttons[1].GetComponent <RectTransform>().anchoredPosition.x != 10000)
        {
            //if we press the X button sends a Attack comand
            if (Input.GetAxis("XButton") == 1)
            {
                Debug.Log("XButton Pressed");
                gameManagment.OnActionSelected(0);
                disableTimer = 0;
                return;
            }
        }

        if (UImanager.Buttons[2].GetComponent <RectTransform>().anchoredPosition.x != 10000)
        {
            //if we press the Y button sends a tile modife comand
            if (Input.GetAxis("YButton") == 1)
            {
                Debug.Log("YButton Pressed");
                gameManagment.OnActionSelected(2);
                disableTimer = 0;
                return;
            }
        }

        if (UImanager.Buttons[3].GetComponent <RectTransform>().anchoredPosition.x != 10000)
        {
            //if we press the B button sends a Cancel action comand
            if (Input.GetAxis("BButton") == 1)
            {
                Debug.Log("BButton Pressed");
                gameManagment.OnActionSelected(-1);
                disableTimer = 0;
                return;
            }
        }

        //pressing the otions button on the controler opens up the menu
        if (Input.GetAxis("MenuButton") == 1 && waitTimer > 0.5f)
        {
            UImanager.currUIState = UIManager.eUIState.PAUSEMENU;
            UImanager.stateSwitch();
            disableTimer = 0;
            waitTimer    = 0;

            selectedButton = inGameMenuRefrence.menuButtons[selectedButtonMenuPos];
            selectedButton.cursorSelected   = true;
            inGameMenuRefrence.cursorActive = true;
        }

        //left bumper toggles through the units in a "backwards" manner
        if (Input.GetAxis("LeftBumper") == 1 && waitTimer > 0.5f)
        {
            gameManagment.scroll = -1;
            gameManagment.ToggleBetweenActiveUnits();
            disableTimer = 0;
            waitTimer    = 0;

            hoverOverTile = map.GetTileAtPos(gameManagment.selectedUnit.transform.position);
            cursorPos     = gameManagment.selectedUnit.transform.position;
            cursorHighLight.transform.position = hoverOverTile.pos;

            return;
        }

        //left bumper toggles through the units in a "forwards" manner
        if (Input.GetAxis("RightBumper") == 1 && waitTimer > 0.5f)
        {
            gameManagment.scroll = 1;
            gameManagment.ToggleBetweenActiveUnits();
            disableTimer = 0;
            waitTimer    = 0;

            hoverOverTile = map.GetTileAtPos(gameManagment.selectedUnit.transform.position);
            cursorPos     = gameManagment.selectedUnit.transform.position;
            cursorHighLight.transform.position = hoverOverTile.pos;

            return;
        }
    }
Example #4
0
    public void InGameMenuButtonCheck()
    {
        //pressing the otions button on the controler opens up the menu
        if (Input.GetAxis("MenuButton") == 1 && waitTimer >= 0.5f)
        {
            UImanager.currUIState = UIManager.eUIState.BASE;
            UImanager.stateSwitch();
            disableTimer = 0;
            waitTimer    = 0;

            selectedButtonMenuPos           = inGameMenuRefrence.menuButtons.Length - 1;
            selectedButton                  = null;
            inGameMenuRefrence.cursorActive = false;
        }

        //scrolls "UP" the menu
        if (Input.GetAxis("LeftJoyStickVertical") < -0.1f && waitTimer >= 0.25f)
        {
            selectedButtonMenuPos -= 1;
            disableTimer           = 0;
            waitTimer              = 0;

            if (selectedButtonMenuPos < 0)
            {
                selectedButtonMenuPos = inGameMenuRefrence.menuButtons.Length - 1;
            }

            if (selectedButtonMenuPos > 0 || selectedButtonMenuPos < inGameMenuRefrence.menuButtons.Length)
            {
                selectedButton.cursorSelected = false;
                selectedButton.cursorClicked  = false;
                selectedButton = inGameMenuRefrence.menuButtons[selectedButtonMenuPos];
                selectedButton.cursorSelected = true;
            }
            else
            {
                selectedButtonMenuPos = inGameMenuRefrence.menuButtons.Length - 1;
            }
        }

        //scrolls "down" the menu
        if (Input.GetAxis("LeftJoyStickVertical") > 0.1f && waitTimer >= 0.25f)
        {
            selectedButtonMenuPos += 1;
            disableTimer           = 0;
            waitTimer              = 0;

            if (selectedButtonMenuPos > inGameMenuRefrence.menuButtons.Length - 1)
            {
                selectedButtonMenuPos = 0;
            }

            if (selectedButtonMenuPos > 0 || selectedButtonMenuPos < inGameMenuRefrence.menuButtons.Length)
            {
                selectedButton.cursorSelected = false;
                selectedButton.cursorClicked  = false;
                selectedButton = inGameMenuRefrence.menuButtons[selectedButtonMenuPos];
                selectedButton.cursorSelected = true;
            }
            else
            {
                selectedButtonMenuPos = 0;
            }
        }

        if (Input.GetAxis("AButton") == 1)
        {
            selectedButton.cursorClicked = true;
            menuPress = true;
        }
    }