// Use this for initialization void Start() { go = this.gameObject; us = Camera.main.GetComponent <UnitSelectionComponent> (); mat = GetComponent <Renderer> ().material; mat.color = Color.blue; moving = false; upswing = true; }
// Use this for initialization void Start() { EventManager.StartListening("MoveEvent", MoveEventHandler); EventManager.StartListening("SelectionEvent", SelectionEventHandler); go = this.gameObject; us = Camera.main.GetComponent <UnitSelectionComponent> (); mat = GetComponent <Renderer> ().material; mat.color = Color.blue; upswing = true; moving = false; }
private void OnElementOnClick(MouseEvent mouseEvent) { if (mouseEvent.srcElement.className.Contains("unit")) { GameObject unit = PhotonNetwork.GetPhotonView(int.Parse(mouseEvent.srcElement.id)).gameObject; cameraController.DeselectAllUnits(); UnitSelectionComponent selection = unit.GetComponent <UnitSelectionComponent>(); selection.SetSelect(false); MapScript.MoveCameraToPoint(unit.transform.position); } }
void Start() { MessagingSystem.Instance.AttachListener(typeof(MoveToMessage), this.HandleMoveToMessage); MessagingSystem.Instance.AttachListener(typeof(MoveMessage), this.HandleMoveMessage); MessagingSystem.Instance.AttachListener(typeof(SelectionMessage), this.HandleSelectionMessage); go = this.gameObject; us = Camera.main.GetComponent <UnitSelectionComponent> (); mat = GetComponent <Renderer> ().material; mat.color = Color.blue; moving = false; upswing = true; }
public void btnObstacle() { if (noeud != null) { Renderer rend = noeud.GetComponent <Renderer>(); rend.material.color = Color.black; Noeud n = noeud.GetComponent <Noeud>(); n.setLibre(false); obstacles.Add(noeud); if (noeud == noeudDepart) { noeudDepart = null; } if (noeud == noeudArrivee) { noeudArrivee = null; } noeud = null; } UnitSelectionComponent selection = gameObject.GetComponent <UnitSelectionComponent>(); List <Transform> selected = selection.getSelectedObjects(); foreach (Transform nd in selected) { Renderer rend = nd.GetComponent <Renderer>(); rend.material.color = Color.black; Noeud n = nd.GetComponent <Noeud>(); n.setLibre(false); obstacles.Add(nd); if (nd == noeudDepart) { noeudDepart = null; } if (nd == noeudArrivee) { noeudArrivee = null; } } selection.clearSelections(); }
public void BtnUnblockPath() { if (node != null) { // Set selected node to white. Renderer rend = node.GetComponent <Renderer>(); rend.material.color = Color.white; // Set selected not to walkable. Node n = node.GetComponent <Node>(); n.SetWalkable(true); // Remove selected node from the block path list. blockPath.Remove(node); node = null; } // For selection grid system. UnitSelectionComponent selection = gameObject.GetComponent <UnitSelectionComponent>(); List <Transform> selected = selection.getSelectedObjects(); foreach (Transform nd in selected) { // Set selected node to white. Renderer rend = nd.GetComponent <Renderer>(); rend.material.color = Color.white; // Set selected not to walkable. Node n = nd.GetComponent <Node>(); n.SetWalkable(true); // Remove selected node from the block path list. blockPath.Remove(nd); } selection.clearSelections(); }
public void btnEnleveObstacle() { if (noeud != null) { Renderer rend = noeud.GetComponent <Renderer>(); rend.material.color = Color.white; Noeud n = noeud.GetComponent <Noeud>(); n.setLibre(true); obstacles.Remove(noeud); noeud = null; } UnitSelectionComponent selection = gameObject.GetComponent <UnitSelectionComponent>(); List <Transform> selected = selection.getSelectedObjects(); foreach (Transform nd in selected) { Renderer rend = nd.GetComponent <Renderer>(); rend.material.color = Color.white; Noeud n = nd.GetComponent <Noeud>(); n.setLibre(true); obstacles.Remove(nd); } selection.clearSelections(); }
public void BtnBlockPath() { if (node != null) { // Render the selected node to black. Renderer rend = node.GetComponent <Renderer>(); rend.material.color = Color.black; // Set selected node to not walkable Node n = node.GetComponent <Node>(); n.SetWalkable(false); // Add the node to the block path list. blockPath.Add(node); // If the block path is start node, we remove start node. if (node == startNode) { startNode = null; } // If the block path is end node, we remove end node. if (node == endNode) { endNode = null; } node = null; } // For selection grid system. UnitSelectionComponent selection = gameObject.GetComponent <UnitSelectionComponent>(); List <Transform> selected = selection.getSelectedObjects(); foreach (Transform nd in selected) { // Render the selected node to black. Renderer rend = nd.GetComponent <Renderer>(); rend.material.color = Color.black; // Set selected node to not walkable Node n = nd.GetComponent <Node>(); n.SetWalkable(false); // Add the node to the block path list. blockPath.Add(nd); // If the block path is start node, we remove start node. if (nd == startNode) { startNode = null; } // If the block path is end node, we remove end node. if (nd == endNode) { endNode = null; } } selection.clearSelections(); }
void Awake() { selector = Camera.main.GetComponent <UnitSelectionComponent>(); }
/// <summary> /// Start this instance. /// </summary> void Start() { unitSelection = FindObjectOfType<UnitSelectionComponent> (); }