Esempio n. 1
0
    void unitCommand()
    {
        playerControl.setIsGuarding(false);
        playerControl.setIsMoving(false);
        playerControl.setIsAttacking(false);

        if (Input.GetKeyDown(KeyCode.J)) // Move
        {
            cursorMovement.setPauseCursor(false);
            playerControl.setIsMoving(true);

            // Choose destination -> moving -> set false
        }
        else if (Input.GetKeyDown(KeyCode.O)) // Attacc
        {
            playerControl.setIsAttacking(true);
            selectPlayer.setIsSelected(false);

            Animator animator = PlayerUnit.GetComponent <Animator>();
            animator.Play("attack");
            // Choose enemy -> do attack animation -> set false
        }
        else if (Input.GetKeyDown(KeyCode.L)) // Open Skill Window
        {
            // Same as attack
        }
        else if (Input.GetKeyDown(KeyCode.I)) // Guard Mode
        {
            playerControl.setIsGuarding(true);
            selectPlayer.setIsSelected(false);

            // guard for one turn -> next turn set false
        }
        else if (Input.GetKeyDown(KeyCode.Space)) // Cancel
        {
            selectPlayer.setIsSelected(false);
        }
    }
Esempio n. 2
0
    // Update is called once per frame
    void Update()
    {
        if (objectSelected)
        {
            if (playerControl.getIsMoving())
            {
                CursorMovement cursorMovement = PointerMove.GetComponent <CursorMovement>();
                if (!cursorMovement.getIsOverPlayer())
                {
                    if (Input.GetKeyDown(KeyCode.Space))
                    {
                        destination = Pointer.transform.position - new Vector3(0, 2.95001f, 0);
                        float m = Mathf.Abs(destination.x - transform.position.x), n = Mathf.Abs(destination.z - transform.position.z);
                        switch ((int)(m + n) <= 3)
                        {
                        case true:
                            transform.position = destination;
                            objectSelected     = false;
                            SelectPlayer sp = Pointer.GetComponent <SelectPlayer>();
                            sp.setIsSelected(false);
                            playerControl.setIsMoving(false);
                            break;

                        case false:
                            showUnitWarning();
                            break;
                        }
                    }
                }
            }
        }
        if (Input.GetKeyDown(KeyCode.Escape))
        {
            UnitWarning();
        }
    }