Example #1
0
    NestBuilding CreateNest(PATileTerrain.TileElementType elementType)
    {
        string preName = "";

        if (elementType == PATileTerrain.TileElementType.Fire)
        {
            preName = "v_";
        }
        else if (elementType == PATileTerrain.TileElementType.Wood)
        {
            preName = "w_";
        }
        string     nestPrefabName = preName + nestName;
        GameObject nestGo         = PoolManager.Pools["Shuijing"].Spawn(nestPrefabName).gameObject;

        GameUtility.SetLayerRecursive(nestGo.transform, toPlaceBuildingLayer);
        NestBuilding nest = nestGo.GetComponent <NestBuilding>();

        nest.elementType = elementType;
        nest.prefabName  = nestPrefabName;

        RaycastHit hit;
        Ray        ray = Camera.main.ScreenPointToRay(new Vector3(Screen.width / 2, Screen.height / 2, 0));

        Physics.Raycast(ray, out hit, Mathf.Infinity, terrainChunkLayermask);
        nest.transform.position = hit.point;

        return(nest);
    }
Example #2
0
    void EditBuilding()
    {
        if (!CheckEditBuilding())
        {
            return;
        }

        RaycastHit hit;
        Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
        Vector3    pos;
        int        x, y;

        if (Physics.Raycast(ray, out hit, Mathf.Infinity, editCrystalLayerMask))
        {
            PATileTerrain tt       = tileTerrain.IsTerrain(hit.transform);
            NestBuilding  hitNest  = hit.transform.GetComponent <NestBuilding>();
            HatchBuilding hitHatch = hit.transform.GetComponent <HatchBuilding>();
            if (tt != null)
            {
                pos = tileTerrain.transform.InverseTransformPoint(hit.point);
                x   = (int)Mathf.Abs(pos.x / tileTerrain.tileSize);
                y   = (int)Mathf.Abs(pos.z / tileTerrain.tileSize);
                PATileTerrain.PATile         tile         = tileTerrain.GetTile(x, y);
                PATileTerrain.PABuildingTile buildingTile = PATileTerrain.PABuildingTile.GetByTile(tileTerrain, tile);

                if (toPlaceBuilding is NestBuilding && buildingTile.keyTile.affectShuijing != null)
                {
                    NestBuilding nest = toPlaceBuilding as NestBuilding;
                    PlaceNest(nest, buildingTile);
                    toPlaceBuilding = null;
                    //Messenger.Broadcast(TerrainManagerEvent_PlaceBuilding);
                }
            }
            else if (hitNest != null && toPlaceBuilding == null)
            {
                Messenger.Broadcast(UIEvent.UIEvent_ShowSelectNest);
            }
            else if (hitHatch != null && toPlaceBuilding == null)
            {
                Messenger <int> .Broadcast(UIEvent.UIEvent_ShowHatch, hitHatch.hatchId);
            }
        }
    }
Example #3
0
    void PlaceNest(NestBuilding nest, PATileTerrain.PABuildingTile buildingTile)
    {
        Shuijing belongShuijing = buildingTile.keyTile.affectShuijing;

        if (belongShuijing == null)
        {
            return;
        }

        PATileTerrainChunk chunk = tileTerrain.GetChunk(buildingTile.keyTile.chunkId);

        nest.gameObject.transform.SetParent(chunk.settings.buildingsRoot.transform);
        nest.gameObject.transform.position = buildingTile.GetBuildingPos(tileTerrain);
        nest.tile = buildingTile.keyTile;
        //nest.belongShuijing = belongShuijing;
        GameUtility.SetLayerRecursive(nest.transform, buildingLayer);
        PATileTerrain.PABuilding buildingData = new PATileTerrain.PABuilding(
            buildingTile.keyTile.id, nest.elementType, nest.prefabName);
        tileTerrain.settings.GetCrystalBuilding(belongShuijing.tile.id).AddBuilding(buildingData);
        buildingData.belongShuijingId = belongShuijing.tile.id;
        belongShuijing.buildings.Add(nest.transform);
    }