public void SelectUnit() { RenderUnitRanges.CreateRanges(); if (SelectionManager.Current.Selection.Ids.Count <= 0) { } else { UnitInstance Uinst = SelectionManager.Current.AffectedGameObjects[SelectionManager.Current.Selection.Ids[0]].GetComponent <UnitInstance>(); if (Uinst != null) { UnitName.SetValue(Uinst.Owner.Name); SelectedUnitsGroup.text = Uinst.Owner.Parent.Name + " (" + Uinst.Owner.Parent.Owner.Name + ")"; UnitStats.text = Uinst.UnitRenderer.BP.CodeName + "\n" + "Reclaim: Mass: " + (Uinst.UnitRenderer.BP.BuildCostMass * Uinst.UnitRenderer.BP.Wreckage_MassMult) + ", Energy: " + (Uinst.UnitRenderer.BP.BuildCostEnergy * Uinst.UnitRenderer.BP.Wreckage_EnergyMult) + "\nVision radius: " + Uinst.UnitRenderer.BP.VisionRadius + ((Uinst.UnitRenderer.BP.MaxRange > 0) ? ("\nWeapon range: " + Uinst.UnitRenderer.BP.MaxRange) : ""); return; } } // Default UnitName.SetValue(""); SelectedUnitsGroup.text = ""; UnitStats.text = ""; }
private void OnDisable() { ClearRename(); ForceExitCreate(); PlacementManager.OnDropOnGameplay -= DropAtGameplay; SelectionManager.Current.ClearAffectedGameObjects(); RenderUnitRanges.Clear(); }
private void Awake() { Instance = this; for (int i = 0; i < MaxUnitRanges; i++) { UnitRanges[i] = new UnitRange(); } }
public void OnRenderObject() { if (PreviewTex.IsPreview || !MapLuaParser.IsMapLoaded) { return; } if (!Markers.MarkersControler.Current.MarkerLayersSettings.SpawnRanges) { return; } lineMaterial.SetPass(0); var scenario = MapLuaParser.Current.ScenarioLuaFile.Data; for (int c = 0; c < scenario.Configurations.Length; c++) { for (int t = 0; t < scenario.Configurations[c].Teams.Length; t++) { for (int a = 0; a < scenario.Configurations[c].Teams[t].Armys.Count; a++) { MapLua.SaveLua.Marker ArmyMarker = MapLua.SaveLua.GetMarker(scenario.Configurations[c].Teams[t].Armys[a].Name); if (ArmyMarker != null && ArmyMarker.MarkerObj != null && ArmyMarker.MarkerType == MapLua.SaveLua.Marker.MarkerTypes.BlankMarker) { Vector3 pos = ArmyMarker.MarkerObj.transform.localPosition; for (int i = 0; i < UtilityRanges.Length; i++) { RenderUnitRanges.DrawDottedCircle(pos, UtilityRanges[i], BuildRangeColor); } for (int i = 0; i < AtackRanges.Length; i++) { RenderUnitRanges.DrawDottedCircle(pos, AtackRanges[i], AttackRangeColor); } } } } } }