void Update() { if (Input.GetKeyDown(KeyCode.Escape)) { // Escape key pressed, cancel any current mouse mode SelectedUnit = null; CancelUpdateFunc(); } hexUnderMouse = MouseToHex(); Update_CurrentFunc(); Update_ScrollZoom(); lastMousePosition = Input.mousePosition; lastHexUnderMouse = hexUnderMouse; // draw unit path if (SelectedUnit != null) { DrawPath((hexPath != null) ? hexPath : SelectedUnit.GetHexPath()); } else { DrawPath(null); } }
// Update is called once per frame void Update() { hexUnderMouse = MouseToHex(); if (Input.GetKeyDown(KeyCode.Escape)) { //Cancel anaything SelectedUnit = null; CancelUpdateFunc(); } Update_CurrentFunc(); lastMousePosition = Input.mousePosition; hexLastUnderMouse = hexUnderMouse; if (SelectedUnit != null && SelectedUnit.IsDestroyed) { //We are pointing to a destroyed object SelectedUnit = null; } if (SelectedCity != null && SelectedCity.IsDestroyed) { //We are pointing to a destroyed object SelectedCity = null; } if (SelectedUnit != null) { // draw a path DrawPath((hexPath != null) ? hexPath : SelectedUnit.GetHexPath()); } else { DrawPath(null); //Clear the drawn path on screen } }