Esempio n. 1
0
        public static void PlaceObstacle(string obstacleName, Vector3 position, Vector3 angles)
        {
            Phases.CurrentSubPhase.IsReadyForCommands = false;

            ChosenObstacle = ObstaclesManager.GetObstacleByName(obstacleName);
            ChosenObstacle.ObstacleGO.transform.position    = position;
            ChosenObstacle.ObstacleGO.transform.eulerAngles = angles;

            Board.ToggleOffTheBoardHolder(false);

            ChosenObstacle.ObstacleGO.transform.parent = Board.BoardTransform;

            ChosenObstacle.IsPlaced = true;
            ChosenObstacle          = null;
            IsEnteredPlacementZone  = false;
            IsEnteredPlaymat        = false;

            MovementTemplates.ReturnRangeRulerR1();
            MovementTemplates.ReturnRangeRulerR2();

            if (ObstaclesManager.GetPlacedObstaclesCount() < 6)
            {
                Phases.CurrentSubPhase.Next();
            }
            else
            {
                FinishSubPhase();
            }
        }
Esempio n. 2
0
        private void TryToSelectObstacle()
        {
            if (!EventSystem.current.IsPointerOverGameObject())
            {
                if (Input.GetKeyUp(KeyCode.Mouse0))
                {
                    RaycastHit hitInfo = new RaycastHit();
                    if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hitInfo))
                    {
                        if (hitInfo.transform.tag.StartsWith("Asteroid"))
                        {
                            GameObject      obstacleGO      = hitInfo.transform.parent.gameObject;
                            GenericObstacle clickedObstacle = ObstaclesManager.GetObstacleByName(obstacleGO.name);

                            if (!clickedObstacle.IsPlaced)
                            {
                                SelectObstacle(clickedObstacle);
                            }
                        }
                    }
                }
            }
        }
        private void TryToSelectObstacle()
        {
            if (!EventSystem.current.IsPointerOverGameObject() &&
                (Input.touchCount == 0 || !EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId)))
            {
                // On touch devices, select on down instead of up event so drag can begin immediately
                if (Input.GetKeyUp(KeyCode.Mouse0) ||
                    (Input.touchCount == 1 && Input.GetTouch(0).phase == TouchPhase.Began))
                {
                    RaycastHit hitInfo = new RaycastHit();
                    Ray        ray     = Camera.main.ScreenPointToRay(Input.mousePosition);
                    bool       castHit = Physics.Raycast(ray, out hitInfo);

                    // If an asteroid wasn't found and we're on touch, see if the user tapped right next to an asteroid
                    // Since the asteroid can be small, they can be hard to touch and this helps with that
                    if (CameraScript.InputTouchIsEnabled &&
                        (!castHit || !hitInfo.transform.tag.StartsWith("Asteroid")))
                    {
                        castHit = Physics.SphereCast(ray, 0.1f, out hitInfo, 10f);
                    }


                    // Select the obstacle found if it's valid
                    if (castHit && hitInfo.transform.tag.StartsWith("Asteroid"))
                    {
                        GameObject      obstacleGO      = hitInfo.transform.parent.gameObject;
                        GenericObstacle clickedObstacle = ObstaclesManager.GetObstacleByName(obstacleGO.name);

                        if (!clickedObstacle.IsPlaced)
                        {
                            SelectObstacle(clickedObstacle);
                        }
                    }
                }
            }
        }
Esempio n. 4
0
        public static void ConfirmSelectionOfObstacle(string obstacleName)
        {
            GenericObstacle obstacle = ObstaclesManager.GetObstacleByName(obstacleName);

            SelectTargetAction(obstacle);
        }