Esempio n. 1
0
    private void SetTarget(LifeObjectCollider target)
    {
        LifeObjectCollider newLOC = target;

        if (target.GetPlayer() != MainScreenManager_GameScene.Instance.GetPlayer())
        {
            if (this.previousLOC != null)
            {
                previousLOC.EnableOutline(false);
            }
            if (this.previousSoldier != null)
            {
                previousSoldier.EnableOutline(false);
            }

            // Check if no soldiers before enabling outline?
            if (!target.GetPlayer().GetCardManager().GetDefenseManager().HasFrontDefense())
            {
                newLOC.EnableOutline(true);
            }
            else
            {
                newLOC.EnableOutline(false);
            }
            previousLOC     = newLOC;
            previousSoldier = null;
        }
    }
Esempio n. 2
0
    // Update is called once per frame
    void Update()
    {
        PlayerManager curPlayer = MainScreenManager_GameScene.Instance.GetPlayer();

        RaycastHit hit;
        Ray        ray = new Ray(Camera.main.transform.position, Camera.main.transform.forward);

        Debug.DrawRay(ray.origin, ray.direction * 1000, Color.red, .2f);
        // If hit
        if (Physics.Raycast(ray, out hit, float.PositiveInfinity))
        {
            // If the AttackManager Panel is shown
            if (inAttackMode)
            {
                // If game object hit contains SoldierCollider.cs, enable the outline for the target soldier
                if (hit.collider.gameObject.GetComponent <SoldierCollider>() != null)
                {
                    Debug.Log("<color=red>Soldier HIT </color>");
                    SetTarget(hit.collider.gameObject.GetComponent <SoldierCollider>());
                }
                else if (hit.collider.GetComponent <LifeObjectCollider>() != null)
                {
                    LifeObjectCollider targetLOC = hit.collider.GetComponent <LifeObjectCollider>();
                    if (targetLOC.GetPlayer() != curPlayer)
                    {
                        Debug.Log("<color=red>targetLOC HIT </color>");
                        SetTarget(targetLOC);
                    }
                }
                else
                {
                    // If no hit during attack mode
                    RemoveTarget();
                }
            }
            //// If game object hit contains BackupMatCollider.cs, open the Backup Mat Drawer and flip all backup cards up.
            //else if (hit.collider.gameObject.GetComponent<BackupMatCollider>() != null) {
            //	//targetBackup = hit.collider.gameObject.GetComponent<SoldierBackupCollider>().GetSoldierBackup();
            //	if (bmcReference == null) {
            //		BackupMatCollider bmc = hit.collider.gameObject.GetComponent<BackupMatCollider>();
            //		if (bmc.GetPlayer() == curPlayer) {
            //			bmcReference = bmc;
            //			bmc.GetParent().OpenBackupMat(true);
            //		}
            //	}
            //	//curMatShown = 0f;
            //}
            //// If Backup mat is not hit and the backup mat is opened
            //else if (hit.collider.gameObject.GetComponent<SoldierBackupCollider>() == null && hit.collider.gameObject.GetComponent<BackupMatCollider>() == null && bmcReference != null) {
            //	curMatShown += Time.deltaTime;
            //	// If the backup mat has not been hit for X duration, hide the backup mat
            //	if (curMatShown >= backupMatShowDuration) {
            //		curMatShown = 0f;
            //		bmcReference.GetParent().OpenBackupMat(false);
            //		bmcReference = null;
            //	}
            //}
            // If player hit

            // If others hit
        }
        else
        {
            // If no hit
        }
    }