Exemple #1
0
    /*This Works, Y Position is hardcoded
     * could possibly change that later*/
    public void SpawnThatTower()
    {
        if (Input.GetMouseButtonDown(0))
        {
            //Test for UI element
            if (EventSystem.current.IsPointerOverGameObject())
            {
                return;
            }


            //send a Ray to the Node
            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);

            /*
             *  Check if the Node hits something, store Hit data in RacastHit
             *  LayerMask is the the mask that the nodes are in, only registers hits
             *  on that layer
             */
            if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, nodeMask))
            {
                NodeV2 node = hit.transform.parent.gameObject.GetComponent <NodeV2>();
                //check if there is a tower already placed
                if (!IsThereATower(node) && node.GetIsTowerPlacable())
                {
                    //Grab pos of the hit object add 0.5 to y value so it's not inside
                    Vector3 position = node.transform.position + node.GetEnvOffset();
                    node.DeleteEnvObject();
                    GameObject temp = Instantiate(tower, position, Quaternion.identity) as GameObject;
                    node.SetTowerObject(temp);

                    //Mark the node as having a placed tower
                    node.towerPlaced = true;

                    //Make tower child to Node
                    temp.transform.parent = hit.transform;

                    spawnable = false;
                }
                else
                {
                    guiStatusText.text = "A tower is not placeable here.";
                }
            }
        }
    }
    // Update is called once per frame
    void Update()
    {
        if (!IsPaused())
        {
            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, nodeMask))
            {
                // HOVERING MECHANIC
                currentNode = hit.transform.parent.gameObject.GetComponent <NodeV2>();

                if (currentNode == null)
                {
                    if (previousNode != null)
                    {
                        previousNode.GetComponentInChildren <NodeHoverV2>().StopHovering();
                        previousNode = null;
                    }
                }
                else if (previousNode == null)
                {
                    previousNode = currentNode;
                    hit.transform.gameObject.GetComponent <NodeHoverV2>().Hover();
                }
                else if (currentNode.GetInstanceID() != previousNode.GetInstanceID())
                {
                    previousNode.GetComponentInChildren <NodeHoverV2>().StopHovering();
                    hit.transform.gameObject.GetComponent <NodeHoverV2>().Hover();
                    previousNode = currentNode;
                }


                // SELECTION MECHANIC
                if (Input.GetMouseButtonDown(0))
                {
                    if (EventSystem.current.IsPointerOverGameObject())
                    {
                        return;
                    }


                    selectedNode = currentNode;

                    if (selectedNode.towerPlaced)
                    {
                        towerSelected = selectedNode.GetTowerObject();

                        //
                        //Test
                        //
                        //EventSystem.current.SetSelectedGameObject(towerSelected);
                        //
                        //Test
                        //

                        //Tower Status Additon, only for upgraded towers
                        if (towerSelected.GetComponent <TowerController>().GetTowerType() != "base_tower")
                        {
                            selectedTowerStatus.text = towerSelected.GetComponent <TowerController>().formattedName;
                            SetNextPurchaseCost(towerSelected);
                        }


                        if (!towerSelected.GetComponent <Outline>().isActiveAndEnabled)
                        {
                            towerSelected.GetComponent <Outline>().enabled = true;
                            SpawnMenu(towerSelected);
                        }
                        else
                        {
                            towerSelected.GetComponent <Outline>().enabled = false;
                            towerSelected = null;
                            DeSpawnMenu();
                        }
                    }
                }

                // 2. IF NO TOWER && SPAWNABLE, SPAWN TOWER
                else if (spawnable && selectedNode.GetIsTowerPlacable())
                {
                    Vector3 position = selectedNode.transform.position + selectedNode.GetEnvOffset();
                    selectedNode.DeleteEnvObject();
                    GameObject temp = Instantiate(towerToBuild, position, Quaternion.identity) as GameObject;
                    selectedNode.SetTowerObject(temp);

                    //Mark the node as having a placed tower
                    selectedNode.towerPlaced = true;

                    //Make tower child to Node
                    temp.transform.parent = selectedNode.transform;

                    spawnable = false;
                }
            }
        }
        else
        {
            Debug.Log(Time.timeScale);
        }
    }