Esempio n. 1
0
    /// <summary>
    /// Create new building GameObject and render it,
    /// attach BuildingModel, PlaceBuildingController and BuildingObjectController to the GameObject,
    /// pass the needed references to those components
    /// </summary>
    /// <param name="buildingModel">BuildingModel of the building</param>
    private void RenderBuilding(BuildingModel buildingModel, bool placeInstantly)
    {
        buildingModel.CbRegisterResourcesChanged(OnResourcesChanged);
        GameObject cube = Instantiate(g); // TODO: Placeholder

        //cube.SetActive(false);
        cube.transform.parent = this.transform;
        cube.name             = buildingModel.buildingType.GetName();
        cube.GetComponent <Renderer>().material.color = Color.red;
        cube.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f);
        if (!placeInstantly)
        {
            cube.AddComponent <PlaceBuildingController>().SetReferences(buildingModel, mapLayer);
        }
        else
        {
            buildingModel.NotifyPlaced();
        }
        cube.AddComponent <BuildingObjectController>().SetReferences(buildingModel, placeInstantly);

        buildingMenuPanel.SetActive(false);
    }
Esempio n. 2
0
 /// <summary>
 /// Update is called once per frame
 /// Lets the building position follow the mouse position
 /// </summary>
 void Update()
 {
     if (mapCollider != null)
     {
         if (Input.GetMouseButtonDown(0))   // Place the building if GameObject is active = positioned and left mouse button is clicked
         {
             Debug.Log("Place Building here");
             buildingModel.NotifyPlaced();
             Destroy(this);
         }
         else   // Update the building position to the mouse position on the map
         {
             Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
             RaycastHit hit;
             if (mapCollider.Raycast(ray, out hit, 100.0F))
             {
                 int x = (int)Mathf.Floor(hit.point.x);
                 int z = (int)Mathf.Floor(hit.point.z);
                 //Debug.Log("Move to " + x + "/" + z);
                 buildingModel.SetPosition(x, z);
             }
         }
     }
 }