Esempio n. 1
0
    private void ButtonAction(GameObject buttonObject, SelectedAction sa, Tower tower)
    {
        if (Scroller.IsDragging())
        {
            return;                        // don't do button action while scrolling
        }
        // destroy the info panel, if it was present
        if (infoPanel != null)
        {
            Destroy(infoPanel);
        }

        BuildManager buildManager = BuildManager.instance;

        if (sa == SelectedAction.SetRallyPoint)
        {
            buildManager.StartRallyPointSelector();
            // destroy the menu; deselecting the lymph node also destroys the menu, so that works fine
            // todo: if a design decision is made to not deselect the node after starting the action,
            // then this has to be redone, because not destroying the menu leaves the selected button
            buildManager.DeselectLymphNode();
            return;
        }

        if (buildManager.GetSelectedAction() == sa) // if this button is already selected, do the action
        {
            tempButton = null;

            buildManager.DoSelectedAction(tower);
            // destroy the menu; deselecting the lymph node also destroys the menu, so that works fine
            // todo: if a design decision is made to not deselect the node after starting the action,
            // then this has to be redone, because not destroying the menu leaves the selected button
            buildManager.DeselectLymphNode();
        }
        else // if this button isn't selected, just select it (if the action is possible)
        {
            ResetPreviouslySelectedButton();
            bool enoughMoney = buildManager.EnoughMoneyForAction(sa, tower);
            SetButtonAsSelected(buttonObject, enoughMoney);
            if (enoughMoney)
            {
                buildManager.SelectAction(sa);
            }
            else
            {
                buildManager.SelectAction(SelectedAction.Nothing);
                UIManager.instance.FlashNotEnoughMoney(1f);
            }
            // show info panel when selecting a button
            infoPanel = UIManager.instance.ShowInfoPanel(buttonObject.transform.parent, sa, tower);
        }
    }
Esempio n. 2
0
    public void ButtonBottomCenterAction()
    {
        //if (Scroller.instance.IsDragging()) return; // don't do button action while scrolling
        if (Scroller.IsDragging())
        {
            return;                        // don't do button action while scrolling
        }
        //if (GameManager.instance.IsSettingRallyPoint()) return; // don't do button action if setting rally point on a melee tower
        GameManager.instance.StopSettingRallyPoint();

        BuildManager buildManager = BuildManager.instance;

        buildManager.DeselectLymphNode();

        if (buildManager.IsFinishedWithSS())
        {
            if (WaveSpawner.instance.IsFinishedSpawning())
            {
                return;
            }

            // if waves are already spawning, spawn next wave early
            if (WaveSpawner.instance.IsLevelStarted())
            {
                WaveSpawner.instance.EarlyNextWave();
            }
            else // else, start spawning waves
            {
                // start spawning waves of enemies
                WaveSpawner.instance.StartLevel();

                // show UI elements that should be visible once the waves have started
                UIManager.instance.SetEnabledButtonBottomCenter(false);
                UIManager.instance.ShowPostSSUIElements();
            }
        }
        else
        {
            buildManager.FinishWithSS();
        }
    }
Esempio n. 3
0
    private void OnMouseUpAsButton()
    {
        // if there's a ui element above, don't do anything
        if (EventSystem.current.IsPointerOverGameObject())
        {
            return;
        }

        //if (Scroller.instance.IsDragging()) return;
        if (Scroller.IsDragging())
        {
            return;
        }

        if (buildManager == null)
        {
            return;                      //todo
        }
        // if we're still picking SS's
        if (!buildManager.IsFinishedWithSS())
        {
            // if this SS hasn't been selected (and the number of selected < max allowed), select it
            if (!this.selected)
            {
                if (buildManager.SelectSS(this))
                {                  // this SS has been successfully selected
                    this.selected = true;
                    HighlightOn(); // mark this square visually as selected
                }
            }
            else // if this SS is already selected, deselect it
            {
                buildManager.DeselectSS(this);
                this.selected = false;
                HighlightOff(); // mark this square visually as not selected
            }
        }
    }
Esempio n. 4
0
    private void OnMouseUpAsButton()
    {
        //Debug.Log("LymphNode.OnMouseUpAsButton");
        // if there's a ui element above, don't do anything
        if (EventSystem.current.IsPointerOverGameObject())
        {
            return;
        }

        // if (Scroller.instance.IsDragging()) return;
        if (Scroller.IsDragging())
        {
            return;
        }

        // if this node's melee tower is selecting a new rally point, stop selecting it
        if ((GetTowerComponent() as MeleeTower) != null && ((MeleeTower)GetTowerComponent()).IsSettingRallyPoint())
        {
            ((MeleeTower)GetTowerComponent()).StopSettingNewRallyPoint();
            return;
        }
        // if another tower is setting a rally point, don't select this lymph node
        if (BuildManager.instance.IsSettingRallyPoint())
        {
            return;
        }

        // if not selected, select it
        if (!selected)
        {
            BuildManager.instance.SelectLymphNode(this);
            Select(); // could be redundant, if it's called from BuildManager too

            UIManager uim = BuildManager.instance.gameObject.GetComponent <UIManager>();
            if (IsVacant()) // if there's no tower here, show building menu
            {
                // vacant: show building menu
                menu = uim.ShowBuildingMenu(transform);
            }
            else // if there's a tower here, show other menu (sell, upgrade, rally point..)
            {
                // not vacant: show tower menu
                menu = uim.ShowTowerMenu(this.transform, GetTowerComponent());
            }


            // if menu is too low or too high, scroll the camera
            int           scrH           = Screen.height;
            RectTransform menuRT         = menu.GetComponent <RectTransform>();
            float         menuCenterY    = menuRT.position.y;
            float         menuHalfHeight = menuRT.sizeDelta.y / 2;

            float menuTop    = menuCenterY + menuHalfHeight;
            float menuBottom = menuCenterY - menuHalfHeight;

            float spaceToBottom = 0 + menuBottom;
            float spaceToTop    = scrH - menuTop;

            if (spaceToBottom < 10)
            {   // scroll to bottom
                Scroller.ScrollToBottom();
            }
            else if (spaceToTop < 10)
            {   // scroll to top
                Scroller.ScrollToTop();
            }
        }
        // if selected, deselect it
        else
        {
            BuildManager.instance.DeselectLymphNode();
            Deselect(); // redundant, called from BuildManager too
        }
    }