Exemple #1
0
    /// <summary>
    /// Selects the tile at the given position
    /// </summary>
    public void SelectTile(Vector2 position)
    {
        if (tiles.ContainsKey(position))
        {
            if (tiles[position].OccupyingUnit != null)
            {
                display.gameObject.SetActive(true);
                display.DisplayUnit(tiles[position].OccupyingUnit);
            }
            else
            {
                display.gameObject.SetActive(false);
            }

            switch (selectionState)
            {
            case SelectionState.Unit:
                DeselectTiles();
                tiles[position].Highlight = HighlightState.Selected;

                if (tiles[position].OccupyingUnit != null && tiles[position].OccupyingUnit.Team == teams[turnStage].teamType)
                {
                    selectedUnit = tiles[position].OccupyingUnit;
                    selectedUnit.Select();
                    selectionState = SelectionState.Action;
                }

                if (tiles[position].OccupyingUnit == null)
                {
                    switch (tiles[position].Terrain)
                    {
                    case TileState.Dirt:
                        break;

                    case TileState.Grass:
                        if (teams[turnStage].teamType == TeamType.Plants)
                        {
                            selectionState   = SelectionState.PurchaseUnit;
                            selectedPosition = position;
                            shop.DisplayShop(teams[turnStage]);
                        }
                        break;

                    case TileState.Metal:
                        if (teams[turnStage].teamType == TeamType.Robots)
                        {
                            selectionState   = SelectionState.PurchaseUnit;
                            selectedPosition = position;
                            shop.DisplayShop(teams[turnStage]);
                        }
                        break;
                    }
                }
                break;

            case SelectionState.Action:
                switch (tiles[position].Highlight)
                {
                case HighlightState.Selected:
                case HighlightState.UnSelected:
                    selectedUnit = null;
                    DeselectTiles();
                    selectionState = SelectionState.Unit;
                    break;

                case HighlightState.Move:
                    Vector2 distance = new Vector2(Mathf.Abs(position.x - selectedUnit.Position.x), Mathf.Abs(position.y - selectedUnit.Position.y));
                    if (distance.x < distance.y)
                    {
                        selectedUnit.currentMoveRange -= distance.x * 2 + (distance.y - distance.x);
                    }
                    else
                    {
                        selectedUnit.currentMoveRange -= distance.y * 2 + (distance.x - distance.y);
                    }

                    tiles[selectedUnit.Position].OccupyingUnit = null;
                    selectedUnit.Position = position;
                    tiles[selectedUnit.Position].OccupyingUnit = selectedUnit;

                    if (selectedUnit.Team == TeamType.Plants)
                    {
                        tiles[position].Terrain = TileState.Grass;
                    }
                    else
                    {
                        tiles[position].Terrain = TileState.Metal;
                    }

                    DeselectTiles();
                    selectedUnit.Select();
                    tiles[selectedUnit.Position].Highlight = HighlightState.Selected;
                    break;

                case HighlightState.Attack:
                    selectionState = SelectionState.DisplayEnemy;
                    selectedEnemy  = tiles[position].OccupyingUnit;
                    DeselectTiles();
                    tiles[selectedUnit.Position].Highlight = HighlightState.Selected;
                    tiles[position].Highlight = HighlightState.Attack;
                    attackButton.SetActive(true);
                    break;
                }
                break;

            case SelectionState.DisplayEnemy:
                if (!(position == selectedUnit.Position || position == selectedEnemy.Position))
                {
                    selectionState = SelectionState.Action;
                    attackButton.SetActive(false);
                    selectedEnemy = null;
                    selectedUnit.Select();
                }
                break;

            case SelectionState.PurchaseUnit:
                DeselectTiles();
                shop.HideShop();
                selectionState = SelectionState.Unit;
                break;
            }
        }
    }