Esempio n. 1
0
    public static List <ObjFuncs.Obj> gridObjs; //Objs that the dragged object is checking against their grids

    public static void InputOrders()            //Called every frame from hl.HlObj Update
    {
        //There is a generic way to do this, but for now, I'm just going to handle each case

        //Make sure that the connection isn't null
        if (hl.hlObj == null)
        {
            return;
        }

        //Get mouse pos in the world
        Vector3    mousePos = Vector3.zero;
        Ray        ray      = Camera.main.ScreenPointToRay(Input.mousePosition);
        RaycastHit hit;

        if (Physics.Raycast(ray, out hit, 999, xa.de.toHitFloorMask))
        {
            mousePos = hit.point;
        }

        MouseOrders mouseOrder = MouseOrders.None;

        if (Input.GetMouseButtonDown(0))        //Left click - Drag selection
        {
            //start dragging a selection box
            mouseOrder = MouseOrders.SelectionBox_StartDragging;
        }
        if (Input.GetMouseButtonUp(0))        //Left click up, release dragged object or stop selection box?
        {
            //I wasn't dragging an obj, so I must have been dragging a selection box
            mouseOrder = MouseOrders.SelectionBox_StopDragging;
        }
        SelectionScript.HandleSelection(mouseOrder);        //Handles local selection box

        //Issue a move command to all selected units of the correct player
        if (Input.GetMouseButtonDown(1))        //Move order
        {
            //Send the order to the server. Fire and forget!
            ObjFuncs.Obj o;

            //send one order per unit ordered.
            List <int> result = new List <int>();
            for (int i = 0; i < ObjFuncs.objs.Count; i++)
            {
                o = ObjFuncs.objs[i];
                if (o.isUnit && o.ownedByClId == hl.local_uId && o.selected)
                {
                    result.Add(o.uId);
                }
            }
            int[] unitIds = new int[result.Count];
            for (int i = 0; i < result.Count; i++)
            {
                unitIds[i] = result[i];
            }                                                                             //write to the array

            hl.hlObj.CmdMoveOrder(hl.local_uId, mousePos, unitIds);

            //Trigger local effect
            Effects.MoveOrderEffect(mousePos);
        }

        //This is currently hardwired to specific keys, but later players will be able to rebind.
        if (Input.GetKeyDown(KeyCode.Alpha1))        //Create a command pod!
        {
            ChatScript.ChatLocally("Detected local createObj order: Marine");
            //Send the order to the server
            hl.hlObj.CmdCreateObj(hl.local_uId, mousePos, (int)ObjFuncs.Type.Marine);

            //Trigger local effect
            //Effects.CircleBlip(mousePos, 5, 5);
        }
    }
Esempio n. 2
0
    public static List <ObjFuncs.Obj> gridObjs; //Objs that the dragged object is checking against their grids

    public static void InputOrders()            //Called every frame from hl.HlObj Update
    {
        //There is a generic way to do this, but for now, I'm just going to handle each case

        //Make sure that the connection isn't null
        if (hl.hlObj == null)
        {
            return;
        }

        //Get mouse pos in the world
        Vector3    mousePos = Vector3.zero;
        Ray        ray      = xa.de.globalMainCam.ScreenPointToRay(Input.mousePosition);
        RaycastHit hit;

        if (Physics.Raycast(ray, out hit, 999, xa.de.toHitFloorMask))
        {
            mousePos = hit.point;
        }

        MouseOrders mouseOrder = MouseOrders.None;

        if (Input.GetMouseButtonDown(0))        //Left click - Drag selection or drag object?
        {
            //is the mouse over a object that can be dragged?
            draggingObj = -1;
            ray         = xa.de.globalMainCam.ScreenPointToRay(Input.mousePosition);
            if (Physics.Raycast(ray, out hit, 999, xa.de.toHitDraggableObjs))
            {
                //An obj is under the mouse,
                int uId   = hit.collider.gameObject.GetComponent <HitboxScript>().go.GetComponent <Info>().uId;
                int index = ObjFuncs.GetObjIndexForUID(uId);

                //can it be dragged?
                if (!ObjFuncs.objs[index].isUnit && ObjFuncs.objs[index].attachedTo == -1)
                {
                    mouseOrder  = MouseOrders.DraggingObj_Start;
                    draggingObj = uId;
                    ObjFuncs.PickingUpAnObj(draggingObj);
                }
            }


            if (draggingObj == -1)
            {
                //No object under my mouse, so start dragging a selection box
                mouseOrder = MouseOrders.SelectionBox_StartDragging;
            }
        }
        if (Input.GetMouseButtonUp(0))        //Left click up, release dragged object or stop selection box?
        {
            if (draggingObj != -1)            //I was dragging an obj. Drop it.
            {
                //Dropping an object
                mouseOrder = MouseOrders.DraggingObj_Stop;

                ObjFuncs.DroppingAnObj(draggingObj);

                draggingObj = -1;
            }
            else
            {
                //I wasn't dragging an obj, so I must have been dragging a selection box
                mouseOrder = MouseOrders.SelectionBox_StopDragging;
            }
        }
        if (draggingObj != -1)        //Dragging an object
        {
            int index = ObjFuncs.GetObjIndexForUID(draggingObj);
            ObjFuncs.objs[index].go.transform.SetX(mousePos.x);
            ObjFuncs.objs[index].go.transform.SetZ(mousePos.z);

            ObjFuncs.objs[index].visualState[0] = 0;
            int result = ObjFuncs.IfOverValidPos(draggingObj);
            if (result != -1)
            {
                //change color
                ObjFuncs.objs[index].visualState[0] = 1;

                //Align to the possible gridObj's angle
                int gridObjIndex = ObjFuncs.GetObjIndexForUID(result);
                ObjFuncs.objs[index].desiredAngle = ObjFuncs.objs[gridObjIndex].go.transform.localEulerAngles.y;
            }

            //snap to this (tween later)
            ObjFuncs.objs[index].go.transform.SetAngY(ObjFuncs.objs[index].desiredAngle + ObjFuncs.objs[index].gridObjAnglesOffset);

            //detect if the player wants to rotate this object
            if (Input.GetKeyDown(KeyCode.Q))            //Rotate the object
            {
                ObjFuncs.objs[index].gridObjAnglesOffset -= 90;
            }
            if (Input.GetKeyDown(KeyCode.E))            //Rotate the object
            {
                ObjFuncs.objs[index].gridObjAnglesOffset += 90;
            }
        }

        SelectionScript.HandleSelection(mouseOrder);        //Handles local selection box

        //Issue a move command to all selected units of the correct player
        if (Input.GetMouseButtonDown(1))        //Move order
        {
            //Send the order to the server. Fire and forget!
            ObjFuncs.Obj o;

            //send one order per unit ordered.
            List <int> result = new List <int>();
            for (int i = 0; i < ObjFuncs.objs.Count; i++)
            {
                o = ObjFuncs.objs[i];
                if (o.isUnit && o.ownedByClId == hl.local_uId && o.selected)
                {
                    result.Add(o.uId);
                }
            }
            int[] unitIds = new int[result.Count];
            for (int i = 0; i < result.Count; i++)
            {
                unitIds[i] = result[i];
            }                                                                             //write to the array

            hl.hlObj.CmdMoveOrder(hl.local_uId, mousePos, unitIds);

            //Trigger local effect
            Effects.MoveOrderEffect(mousePos);
        }

        //This is currently hardwired to specific keys, but later players will be able to rebind.
        if (Input.GetKeyDown(KeyCode.Alpha1))        //Create a command pod!
        {
            ChatScript.ChatLocally("Detected local createObj order: Command Pod");
            //Send the order to the server
            hl.hlObj.CmdCreateObj(hl.local_uId, mousePos, (int)ObjFuncs.Type.CommandPod);

            //Trigger local effect
            //Effects.CircleBlip(mousePos, 5, 5);
        }
        if (Input.GetKeyDown(KeyCode.Alpha2))        //Create a hull block
        {
            ChatScript.ChatLocally("Detected local createObj order: Hull Block");
            //Send the order to the server
            hl.hlObj.CmdCreateObj(hl.local_uId, mousePos, (int)ObjFuncs.Type.HullBlock);

            //Trigger local effect
            //Effects.CircleBlip(mousePos, 5, 5);
        }
        if (Input.GetKeyDown(KeyCode.Alpha3))        //Create an engine
        {
            ChatScript.ChatLocally("Detected local createObj order: Engine");
            //Send the order to the server
            hl.hlObj.CmdCreateObj(hl.local_uId, mousePos, (int)ObjFuncs.Type.Engine);

            //Trigger local effect
            //Effects.CircleBlip(mousePos, 5, 5);
        }
        if (Input.GetKeyDown(KeyCode.Alpha4))        //Create a gun
        {
            ChatScript.ChatLocally("Detected local createObj order: Gun");
            //Send the order to the server
            hl.hlObj.CmdCreateObj(hl.local_uId, mousePos, (int)ObjFuncs.Type.Gun);

            //Trigger local effect
            //Effects.CircleBlip(mousePos, 5, 5);
        }
    }