public void CreateBuilding(RTSAgent agent, string buildingName) { Vector2d buildPoint = new Vector2d(agent.transform.position.x, agent.transform.position.z + 10); if (cachedCommander) { //cleanup later... CreateBuilding(buildingName, buildPoint, agent, agent.GetPlayerArea()); } }
private void DrawActions(string[] actions) { GUIStyle buttons = new GUIStyle(); buttons.hover.background = buttonHover; buttons.active.background = buttonClick; GUI.skin.button = buttons; int numActions = actions.Length; //define the area to draw the actions inside GUI.BeginGroup(new Rect(BUILD_IMAGE_WIDTH, 0, ORDERS_BAR_WIDTH, buildAreaHeight)); //draw scroll bar for the list of actions if need be if (numActions >= MaxNumRows(buildAreaHeight)) { DrawSlider(buildAreaHeight, numActions / 2.0f); } //display possible actions as buttons and handle the button click for each for (int i = 0; i < numActions; i++) { int column = i % 2; int row = i / 2; Rect pos = GetButtonPos(row, column); Texture2D action = GameResourceManager.GetBuildImage(actions[i]); if (action) { //create the button and handle the click of that button if (GUI.Button(pos, action)) { RTSAgent agent = Selector.MainSelectedAgent as RTSAgent; if (agent) { PlayClick(); if (agent.MyAgentType == AgentType.Unit && agent.GetAbility <Construct>() && !ConstructionHandler.IsFindingBuildingLocation()) { ConstructionHandler.CreateStructure(actions[i], agent, agent.GetPlayerArea()); } else if (agent.MyAgentType == AgentType.Building && !agent.GetAbility <Structure>().NeedsConstruction && agent.GetAbility <Spawner>()) { // send spawn command Command spawnCom = new Command(AbilityDataItem.FindInterfacer("Spawner").ListenInputID); spawnCom.Add <DefaultData>(new DefaultData(DataType.String, actions[i])); UserInputHelper.SendCommand(spawnCom); } } } } } GUI.EndGroup(); }
// move to build ability? public void StartConstruction() { findingPlacement = false; Vector2d buildPoint = new Vector2d(tempBuilding.transform.position.x, tempBuilding.transform.position.z); RTSAgent newBuilding = cachedCommander.CachedController.CreateAgent(tempBuilding.gameObject.name, buildPoint, Vector2d.right) as RTSAgent; Destroy(tempBuilding.gameObject); newBuilding.SetState(AnimState.Building); newBuilding.RestoreMaterials(); newBuilding.SetPlayingArea(tempCreator.GetPlayerArea()); newBuilding.GetAbility <Health>().HealthAmount = FixedMath.Create(0); newBuilding.SetCommander(); // send build command Command buildCom = new Command(AbilityDataItem.FindInterfacer("Construct").ListenInputID); buildCom.Add <DefaultData>(new DefaultData(DataType.UShort, newBuilding.GlobalID)); UserInputHelper.SendCommand(buildCom); newBuilding.GetAbility <Structure>().StartConstruction(); // check that the Player has the resources available before allowing them to create a new Unit / Building cachedCommander.RemoveResource(ResourceType.Gold, newBuilding.cost); }