/// <summary>
        /// The active faction must have at least one
        /// unit alive to make a selection.
        /// </summary>
        private bool CanSelect()
        {
            SelectableUnits.Clear();

            // Used to add units without a turn to the end of the
            // selectable units list such that they appear last
            // in the menu.
            List <Unit> unitsWithoutTurn = new List <Unit>();

            foreach (var unit in GameState.ActiveFaction.Units)
            {
                if (unit.Alive && unit != GameState.ActiveUnit)
                {
                    if (unit.HasTurn)
                    {
                        SelectableUnits.Add(unit);
                    }
                    else
                    {
                        unitsWithoutTurn.Add(unit);
                    }
                }
            }

            // Append units without a turn to the selectable units.
            SelectableUnits.AddRange(unitsWithoutTurn);

            return(SelectableUnits.Count > 0);
        }
Exemple #2
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        bool IsSelectable()
        {
            GameObject unitParent           = _hitGo.transform.parent.gameObject;
            bool       isSelectableUnit     = SelectableUnits.Contains(unitParent);
            bool       isSelectableBuilding = SelectableBuildings.Contains(unitParent);

            if (isSelectableBuilding || isSelectableUnit)
            {
                return(true);
            }
            return(false);
        }
Exemple #3
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        public void SelectUnitsInBox(Rect selectionRect)
        {
            if (UiRaycast.IsRaycastingToUi())
            {
                return;
            }
            DeselectBuilding();
            if (!Input.GetKey(KeyCode.LeftControl) && !_selectedBuilding)
            {
                DeselectAllUnits();
            }

            SelectableUnits.RemoveAll(unit => unit == null);
            foreach (GameObject iUnit in SelectableUnits)
            {
                Vector3 unitVpos     = Camera.main.WorldToViewportPoint(iUnit.transform.position);
                bool    isUnitInRect = selectionRect.Contains(unitVpos, true);
                if (isUnitInRect)
                {
                    SelectUnit(iUnit.GetComponent <Unit>());
                    UpdateSelectedUnits();
                }
            }
        }
        IEnumerator AiState()
        {
            yield return(new WaitForSeconds(5));

            SelectableUnits.ForEach(u => u.GetComponent <Unit>().Select());
        }
Exemple #5
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 public void AddSelectableUnit(UnitController unit)
 {
     SelectableUnits.Add(unit.unitId, unit);
 }