public void Update() {//(wip) will reset and update the animation movement process if (isMoving) { print("character model is moving"); //run moving animations if (arrayPosition < path.Length) { print("the array position is not null"); moveAnimationProcessing(path[arrayPosition]); } else { Grid_Character_Movement Grid_Character_Movement = new Grid_Character_Movement(); Grid_Character_Movement.resetPathOfMovement(); arrayPosition = 0; isMoving = false; preformAnimationBool("isMoving"); } } }
// Update is called once per frame void Update() { // grid inputs if (Input.GetKeyDown("g") == true) {// generates a grid int rows = Grid_Generator_Script.rows; int columns = Grid_Generator_Script.columns; int layers = Grid_Generator_Script.layers; int unitSpacing = Grid_Generator_Script.unitSpacing; int startX = Grid_Generator_Script.startX; int startY = Grid_Generator_Script.startY; int startZ = Grid_Generator_Script.startZ; Grid_Generator_Script.GenerateGrid(rows, columns, layers, startX, startY, startZ, unitSpacing); if (Grid_Generator_Script.debugLogs_02) { print("A Grid has been made"); } } if (Input.GetKeyDown("0") == true) {// will reveal the entire grid GameObject[] gArray = GameObject.FindGameObjectsWithTag("gridUnit"); foreach (GameObject g in gArray) { g.GetComponent <Grid_Unit_Script>().stepNum = 1; } } if (Input.GetKeyDown("1") == true) {// will make grid combination number 1 Grid_Character_Movement Grid_Character_Movement = new Grid_Character_Movement(); Grid_Character_Movement.updateGridSub(new int[, ] { { 4, 0, 0 }, { 4, 0, 1 }, { 4, 0, 2 }, { 4, 0, 3 }, { 4, 0, 4 }, { 5, 0, 0 }, { 5, 0, 1 }, { 5, 0, 2 }, { 5, 0, 3 }, { 5, 0, 4 }, { 0, 0, 4 }, { 1, 0, 4 }, { 7, 0, 5 }, { 7, 0, 6 }, { 8, 0, 5 }, { 8, 0, 6 }, { 9, 0, 5 }, { 9, 0, 6 }, { 4, 0, 8 }, { 4, 0, 9 }, { 5, 0, 8 }, { 5, 0, 9 } }); } if (Input.GetKeyDown("c") == true) {//clears any area of movement Grid_Character_Movement Grid_Character_Movement = new Grid_Character_Movement(); Grid_Character_Movement.resetAreaOfMovement(); print("C was pressed"); } if (Input.GetKeyDown("p") == true) {// will draw a creature path Grid_Character_Movement Grid_Character_Movement = new Grid_Character_Movement(); path = Grid_Character_Movement.findPathOfMovement(endX: endX, endZ: endZ); int x, y, z; int num = 0; if (path != null) { foreach (GameObject unit in path) { x = unit.GetComponent <Grid_Unit_Script>().x; y = unit.GetComponent <Grid_Unit_Script>().y; z = unit.GetComponent <Grid_Unit_Script>().z; //print ("The path point " + num + " is at the cordinate (" + x + "," + y + "," + z + ")"); num++; } Grid_Character_Movement.updateGridUnits(path); } print("p was pressed"); } if (Input.GetKeyDown("r") == true) {// will reset the drawn path Grid_Character_Movement Grid_Character_Movement = new Grid_Character_Movement(); Grid_Character_Movement.resetPathOfMovement(); } if (Input.GetKeyDown("w") == true) { GameObject g; g = Grid_Turn_Manager.turnOrder[Grid_Turn_Manager.currentTurn]; g.GetComponent <Grid_Character_Model_Movement>().startModelMoveAnimation(path); print("w was pressed"); } /* * if (Input.GetKeyDown("w") == true) * {//test the findAreaOfMovement funtion * int currentX = Grid_Character_Movement.currentX; * int currentY = Grid_Character_Movement.currentY; * int currentZ = Grid_Character_Movement.currentZ; * int numOfSteps = Grid_Character_Movement.numOfSteps; * * Grid_Character_Movement.findAreaOfMovement(currentX: currentX, currentY: currentY, currentZ: currentZ, numOfSteps: numOfSteps); * if(Grid_Character_Movement.debugLogs_Input) print ("W was pressed"); * } * if (Input.GetKeyDown("c") == true) * {//clears any area of movement * Grid_Character_Movement.resetAreaOfMovement(); * if(Grid_Character_Movement.debugLogs_Input) print ("C was pressed"); * } */ /* * if (Input.GetKeyDown("s") == true) * {// finds the area of movement based on given creature * int currentX = Creature_Stats.currentX; * int currentY = Creature_Stats.currentY; * int currentZ = Creature_Stats.currentZ; * int numOfSteps = Creature_Stats.speed; * * Grid_Character_Movement.findAreaOfMovement(currentX: currentX, currentY: currentY, currentZ: currentZ, numOfSteps: numOfSteps); * } * if (Input.GetKeyDown("m") == true) * {// moves given creature to its end position, if it can * int endX = Creature_Stats.endX; * int endY = Creature_Stats.endY; * int endZ = Creature_Stats.endZ; * * if (Grid_Character_Movement.canMoveToSpace(endX: endX, endY: endY, endZ: endZ)) * { * Grid_Character_Movement.resetAreaOfMovement(); * * Creature_Stats.currentX = endX; * Creature_Stats.currentY = endY; * Creature_Stats.currentZ = endZ; * * Grid_Character_Model_Movement.moveModel(endX: endX, endY: endY, endZ: endZ); * } * else * { * * } * } * if (Input.GetKeyDown("p") == true) * {// moves given creature model to its starting position * int endX = Creature_Stats.currentX; * int endY = Creature_Stats.currentY; * int endZ = Creature_Stats.currentZ; * * Grid_Character_Model_Movement.moveModel(endX: endX, endY: endY, endZ: endZ); * } */ // frame work set up if (Input.GetKeyDown("s") == true) {// sets up the grid Grid_Turn_Manager.setUpTurnOrder(); Grid_Turn_Manager.setUpGrid(); Grid_Turn_Manager.nextTurn(); print("s was pressed"); } // creature turn options /* * if (Input.GetKeyDown("e") == true) * {// will end the current creatures turn * * GameObject g; * g = Grid_Turn_Manager.turnOrder[Grid_Turn_Manager.currentTurn]; * * g.GetComponent<Grid_Character_Turn_Manager>().remainingMovement = 0; * g.GetComponent<Grid_Character_Turn_Manager>().numOfAvailibleActions = 0; * * print ("e was pressed"); * } */ if (Input.GetKeyDown("m") == true) {// will move the creature whos turn it is to there given end point GameObject g; g = Grid_Turn_Manager.turnOrder[Grid_Turn_Manager.currentTurn]; g.GetComponent <Grid_Character_Model_Movement>().preformAnimationBool("isMoving"); print("m was pressed"); } if (Input.GetKeyDown("d") == true) {// will have the creature whos turn it is do the wait action GameObject g; g = Grid_Turn_Manager.turnOrder[Grid_Turn_Manager.currentTurn]; g.GetComponent <Grid_Character_Model_Movement>().preformAnimationBool("isDead"); print("d was pressed"); } if (Input.GetKeyDown("a") == true) {// will have the creature whos turn it is do the attack action GameObject g; g = Grid_Turn_Manager.turnOrder[Grid_Turn_Manager.currentTurn]; g.GetComponent <Grid_Character_Model_Movement>().preformAnimationTrigger("isAttacking"); print("a was pressed"); } if (Input.GetKeyDown("h") == true) {// will have the creature whos turn it is do the attack action GameObject g; g = Grid_Turn_Manager.turnOrder[Grid_Turn_Manager.currentTurn]; g.GetComponent <Grid_Character_Model_Movement>().preformAnimationTrigger("isHit"); print("h was pressed"); } if (Input.GetKeyDown("z") == true) {// will select a target for the creature to attack GameObject g; g = Grid_Turn_Manager.turnOrder[Grid_Turn_Manager.currentTurn]; int[] currentPos = new int[] { g.GetComponent <Creature_Stats>().currentX, g.GetComponent <Creature_Stats>().currentY, g.GetComponent <Creature_Stats>().currentZ }; int[,] targetPos = new int[, ] { { (int)actTarget.x, (int)actTarget.y, (int)actTarget.z } }; g.GetComponent <Grid_Character_Turn_Manager>().outgoingActionProcessing(currentPos, targetPos); print("z was pressed"); } /* * * if( Input.GetAxisRaw("Fire1") != 0)//(wip) this will call the onclick function * { * if(m_isAxisInUse == false) * { * // Call your event function here. * Grid_UI_Manager.onClick(); * * print ("Left mouse button was pressed"); * m_isAxisInUse = true; * } * } * if( Input.GetAxisRaw("Fire1") == 0) * { * m_isAxisInUse = false; * } * * if (Input.GetKeyDown("t") == true) * { * Grid_UI_Manager.toggleType(); * * print ("t was pressed"); * } */ }