/* * handles console input and does appropriate actions * NOTE: see 'console manual' for more info * NOTE: this mainly just spawn ships right now */ private void textSubmit(string inputText) { changeLogText(inputText); string[] textParam = inputText.Split(" "[0]); int paramNum = textParam.Length; if (textParam [0].Equals("clear")) { spawner.deleteAll(); } if (textParam[0].Equals("reset")) { PlayerPrefs.SetInt("score", 0); } if (textParam[0].Equals("loadout")) { UnityEngine.SceneManagement.SceneManager.LoadScene(0); } if (paramNum > 1) { if (textParam[0].Equals("s")) { if (textParam[1].Equals("rand")) { spawner.spawnBunch(); } if (paramNum > 2) { int num = 1; ShipDefinitions.Faction faction = ShipDefinitions.Faction.PlayerAffil; if (paramNum == 4) { num = int.Parse(textParam[3]); } faction = ShipDefinitions.Faction.Indep; // reads input for which faction you want to spawn ships of if (textParam[1].Equals("a")) { faction = ShipDefinitions.Faction.PlayerAffil; } if (textParam[1].Equals("e")) { faction = ShipDefinitions.Faction.Enemy; } for (int i = 1; i <= num; i++) { // gets a random point to generate enemy/ally ships from Vector2 randPt = Bounds.getRandPosInBounds(); if (faction == ShipDefinitions.Faction.PlayerAffil) { randPt = ally.transform.position; } else { randPt = enemy.transform.position; } switch (textParam[2]) { case "f": spawner.spawnFireShip(randPt, faction); break; case "c": spawner.spawnCrownShip(randPt, faction); break; case "m": spawner.spawnMissileShip(randPt, faction); break; case "l": spawner.spawnLaserShip(randPt, faction); break; } } } } // tries to find the desired ship name and provide manual control of the ship else if (textParam[0].Equals("n")) { foreach (MainShip ship in GameObject.FindObjectsOfType <MainShip>()) { if (ship.getName().Equals(textParam[1]) || ship.getName().Substring(ship.getName().Length - 4).Equals(textParam[1])) { Camera.main.GetComponent <Pause>() .requestManualControl(ship.gameObject); break; } } } else if (textParam[0].Equals("scrap")) { PlayerPrefs.SetInt("score", int.Parse(textParam[1])); } // handles input for selecting the specified ship that is to be targetted by another specified ship if (paramNum > 2) { if (textParam [0].Equals("t")) { ShipController ship1 = null; GameObject ship2 = null; foreach (MainShip ship in GameObject.FindObjectsOfType <MainShip>()) { if (ship.getName().Equals(textParam [1]) || ship.getName().Substring(ship.getName().Length - 4).Equals(textParam [1])) { ship1 = ship.gameObject.GetComponent <ShipController> (); } else if (ship.getName().Equals(textParam [2]) || ship.getName().Substring(ship.getName().Length - 4).Equals(textParam [2])) { ship2 = ship.gameObject; } } if (ship1 != null && ship2 != null) { ship1.setTarget(ship2); } } } // clears the console / input field textField.text = ""; } }