public void Init(){
			instance=this;
			
			gridSize=Mathf.Max(0.25f, gridSize);
			_gridSize=gridSize;
			
			buildInfo=null;
			
			InitTower();
			InitPlatform();
		}
		public _TileStatus _CheckBuildPoint(Vector3 pointer, int footprint=-1, int ID=-1){ 
			_TileStatus status=_TileStatus.Available;
			BuildInfo newBuildInfo=new BuildInfo();
			
			//disable indicator first (for dragNdrop mode), it will be re-enable if the build-point is valid
			indicatorBuildPoint.SetActive(false);
			
			//layerMask for platform only
			LayerMask maskPlatform=1<<LayerManager.LayerPlatform();
			//layerMask for detect all collider within buildPoint
			LayerMask maskAll=1<<LayerManager.LayerPlatform();
			int terrainLayer=LayerManager.LayerTerrain();
			if(terrainLayer>=0) maskAll|=1<<terrainLayer;
			
			//int creepLayer=LayerManager.layerCreep();
			//if(creepLayer>=0) maskAll|=1<<creepLayer;
			
			Camera mainCam=Camera.main;
			if(mainCam!=null){
				Ray ray = mainCam.ScreenPointToRay(pointer);
				RaycastHit hit;
				if(Physics.Raycast(ray, out hit, Mathf.Infinity, maskPlatform)){
					
					for(int i=0; i<buildPlatforms.Count; i++){
						if(hit.transform==buildPlatforms[i].thisT){
							PlatformTD platform=buildPlatforms[i];
							
							//checking if tower can be built on the platform, for dragNdrop mode
							if(ID>=0 && !platform.availableTowerIDList.Contains(ID)) return _TileStatus.Unavailable;
							
							//calculating the build center point base on the input position
							Vector3 pos=GetTilePos(platform.thisT, hit.point);
							
							//check if the position is blocked, by any other obstabcle other than the baseplane itself
							Collider[] cols=Physics.OverlapSphere(pos, _gridSize/2*0.9f+footprint*_gridSize, ~maskAll);
							if(cols.Length>0){
								//Debug.Log("something's in the way "+cols[0]);
								return _TileStatus.Unavailable;
							}
							else{
								//confirm that we can build here
								newBuildInfo.position=pos;
								newBuildInfo.platform=platform;
							}
							
							//newBuildInfo.availableTowerIDList=platform.availableTowerIDList;
							//map platform availableTowerIDList (which is the towers' prefabID) to the list elements' ID in towerList
							newBuildInfo.availableTowerIDList=new List<int>();
							for(int m=0; m<platform.availableTowerIDList.Count; m++){
								for(int n=0; n<towerList.Count; n++){
									if(platform.availableTowerIDList[m]==towerList[n].prefabID){
										newBuildInfo.availableTowerIDList.Add(n);
										break;
									}
								}
							}
							
							//List<int> tempList=new List<int>();
							//for(int n=0; n<towerList.Count; n++) tempList.Add(towerList[n].prefabID);
							//newBuildInfo.availableTowerIDList=tempList;
							
							buildInfo=newBuildInfo;
							
							break;
						}
						
					}

				}
				else return _TileStatus.NoPlatform;
			}
			else return _TileStatus.NoPlatform;
			
			
			
			if(buildInfo!=null && cursorIndicatorMode!=_CursorIndicatorMode.None){
				if(status==_TileStatus.Available) indicatorBuildPointRen.material.SetColor("_TintColor", new Color(0, 1, 0, 1));
				else indicatorBuildPointRen.material.SetColor("_TintColor", new Color(1, 0, 0, 1));
				
				indicatorBuildPoint.SetActive(true);
				indicatorBuildPoint.transform.position=buildInfo.position;
				if(buildInfo.platform!=null){
					indicatorBuildPoint.transform.rotation=buildInfo.platform.thisT.rotation;
				}
				
				HideCursorIndicator();
			}
			
			return status;
		}
        public void _Show()
        {
            buildInfo=BuildManager.GetBuildInfo();
            UpdateActiveBuildButtonList();
            Update();

            isOn=true;
            thisObj.SetActive(isOn);
        }
		static public void ClearBuildPoint(){
			//Debug.Log("ClearBuildPoint");
			buildInfo=null;
			ClearIndicator();
		}
Example #5
0
 public static void ClearBuildPoint()
 {
     buildInfo=null;
     ClearIndicator();
 }
Example #6
0
        public IEnumerator DragNDropRoutine()
        {
            GameControl.SelectTower(this);
            yield return(null);

            while (true)
            {
                Vector3 pos = Input.mousePosition;

                _TileStatus status = BuildManager.CheckBuildPoint(pos, -1, prefabID);

                if (status == _TileStatus.Available)
                {
                    BuildInfo buildInfo = BuildManager.GetBuildInfo();
                    thisT.position = buildInfo.position;
                    thisT.rotation = buildInfo.platform.thisT.rotation;
                }
                else
                {
                    Ray        ray = Camera.main.ScreenPointToRay(pos);
                    RaycastHit hit;
                    if (Physics.Raycast(ray, out hit, Mathf.Infinity))
                    {
                        thisT.position = hit.point;
                    }
                    //this there is no collier, randomly place it 30unit from camera
                    else
                    {
                        thisT.position = ray.GetPoint(30);
                    }
                }

                //left-click, build
                if (Input.GetMouseButtonDown(0) && !UIUtilities.IsCursorOnUI())
                {
                    //if current mouse point position is valid, build the tower
                    if (status == _TileStatus.Available)
                    {
                        string exception = BuildManager.BuildTower(srcTower);
                        if (exception != "")
                        {
                            GameControl.DisplayMessage(exception);
                        }
                    }
                    else
                    {
                        BuildManager.ClearBuildPoint();
                    }
                    GameControl.ClearSelectedTower();
                    thisObj.SetActive(false);
                    break;
                }

                //right-click, cancel
                if (Input.GetMouseButtonDown(1) || GameControl.GetGameState() == _GameState.Over)
                {
                    GameControl.ClearSelectedTower();
                    BuildManager.ClearBuildPoint();
                    thisObj.SetActive(false);
                    break;
                }

                yield return(null);
            }

            thisT.position = new Vector3(0, 9999, 0);
        }
Example #7
0
        public _TileStatus _CheckBuildPoint(Vector3 pointer, int footprint = -1, int ID = -1)
        {
            _TileStatus status       = _TileStatus.Available;
            BuildInfo   newBuildInfo = new BuildInfo();

            //disable indicator first (for dragNdrop mode), it will be re-enable if the build-point is valid
            indicatorBuildPoint.SetActive(false);

            //layerMask for platform only
            LayerMask maskPlatform = 1 << LayerManager.LayerPlatform();
            //layerMask for detect all collider within buildPoint
            LayerMask maskAll      = 1 << LayerManager.LayerPlatform();
            int       terrainLayer = LayerManager.LayerTerrain();

            if (terrainLayer >= 0)
            {
                maskAll |= 1 << terrainLayer;
            }

            //int creepLayer=LayerManager.layerCreep();
            //if(creepLayer>=0) maskAll|=1<<creepLayer;

            Camera mainCam = Camera.main;

            if (mainCam != null)
            {
                Ray        ray = mainCam.ScreenPointToRay(pointer);
                RaycastHit hit;
                if (Physics.Raycast(ray, out hit, Mathf.Infinity, maskPlatform))
                {
                    for (int i = 0; i < buildPlatforms.Count; i++)
                    {
                        if (hit.transform == buildPlatforms[i].thisT)
                        {
                            PlatformTD platform = buildPlatforms[i];

                            //checking if tower can be built on the platform, for dragNdrop mode
                            if (ID >= 0 && !platform.availableTowerIDList.Contains(ID))
                            {
                                return(_TileStatus.Unavailable);
                            }

                            //calculating the build center point base on the input position
                            Vector3 pos = GetTilePos(platform.thisT, hit.point);

                            //check if the position is blocked, by any other obstabcle other than the baseplane itself
                            Collider[] cols = Physics.OverlapSphere(pos, _gridSize / 2 * 0.9f + footprint * _gridSize, ~maskAll);
                            if (cols.Length > 0)
                            {
                                //Debug.Log("something's in the way "+cols[0]);
                                return(_TileStatus.Unavailable);
                            }
                            else
                            {
                                //confirm that we can build here
                                newBuildInfo.position = pos;
                                newBuildInfo.platform = platform;
                            }

                            //newBuildInfo.availableTowerIDList=platform.availableTowerIDList;
                            //map platform availableTowerIDList (which is the towers' prefabID) to the list elements' ID in towerList
                            newBuildInfo.availableTowerIDList = new List <int>();
                            for (int m = 0; m < platform.availableTowerIDList.Count; m++)
                            {
                                for (int n = 0; n < towerList.Count; n++)
                                {
                                    if (platform.availableTowerIDList[m] == towerList[n].prefabID)
                                    {
                                        newBuildInfo.availableTowerIDList.Add(n);
                                        break;
                                    }
                                }
                            }

                            //List<int> tempList=new List<int>();
                            //for(int n=0; n<towerList.Count; n++) tempList.Add(towerList[n].prefabID);
                            //newBuildInfo.availableTowerIDList=tempList;

                            buildInfo = newBuildInfo;

                            break;
                        }
                    }
                }
                else
                {
                    return(_TileStatus.NoPlatform);
                }
            }
            else
            {
                return(_TileStatus.NoPlatform);
            }



            if (buildInfo != null && cursorIndicatorMode != _CursorIndicatorMode.None)
            {
                if (status == _TileStatus.Available)
                {
                    indicatorBuildPointRen.material.SetColor("_TintColor", new Color(0, 1, 0, 1));
                }
                else
                {
                    indicatorBuildPointRen.material.SetColor("_TintColor", new Color(1, 0, 0, 1));
                }

                indicatorBuildPoint.SetActive(true);
                indicatorBuildPoint.transform.position = buildInfo.position;
                if (buildInfo.platform != null)
                {
                    indicatorBuildPoint.transform.rotation = buildInfo.platform.thisT.rotation;
                }

                HideCursorIndicator();
            }

            return(status);
        }
Example #8
0
 static public void ClearBuildPoint()
 {
     //Debug.Log("ClearBuildPoint");
     buildInfo = null;
     ClearIndicator();
 }
Example #9
0
 static public void ClearBuildPoint()
 {
     buildInfo = null;
     ClearIndicator();
 }