public void update() { if (Input.GetMouseButtonDown(0) && Input.touchCount < 2) { lastMouseDown = Time.time; } if (selectedMove != null && Game.instance.state == Game.State.GETTING_PLAYER_INPUT && Input.GetMouseButtonDown(0)) { Vector3 pos = Camera.main.ScreenToWorldPoint(Input.mousePosition); Vector2Int touchLocation = new Vector2Int(Mathf.FloorToInt(pos.x), Mathf.FloorToInt(pos.y)); foreach (Vector2Int v in inputChoices) { if (v == touchLocation) { if (selectedMove.isCantrip) { selectedMove.setCastLocation(v); selectedMove.performMove(); clearInputChoices(); } else { selectedMove.setCastLocation(v); Game.QueueMove(selectedMove); clearInputChoices(); Game.finishState(Game.State.GETTING_PLAYER_INPUT); } } } } }
public void update() { switch (state) { case State.ROUND_START: Game.getSpellManager().tick(); Game.getEnemyHandler().tick(); Spell s = Game.getSpellManager().getSpell(Game.getPlayer().position); if (s != null) { Game.getPlayer().takeDamage(s.damage); } Game.getDungeonBoard().occupiedSpaces = new List <Vector2Int>(); timeInFixedFrames = 0; //inputManager.selectMove(new GodMove(Game.getPlayer())); foreach (Enemy e in enemyHandler.getAggroedEnemies()) { e.queueMove(); } finishState(State.ROUND_START); break; case State.GETTING_PLAYER_INPUT: inputTimer.value = ((300.0f - timeInFixedFrames) / 300); if (timeInFixedFrames > 300) { finishState(State.GETTING_PLAYER_INPUT); } // InputHandler can get input from the user while this state is active break; case State.PERFORMING_ACTIONS: if (queuedMoves.Count == 0) { moveQueuePointer = 0; queuedMoves = new List <ShiblitzMove>(); finishState(State.PERFORMING_ACTIONS); break; } ShiblitzMove move = queuedMoves[moveQueuePointer]; if (!move.started()) { move.performMove(); } if (Game.getEnemyHandler().getAggroedEnemies().Count == 0) { moveQueuePointer = 0; queuedMoves = new List <ShiblitzMove>(); finishState(State.PERFORMING_ACTIONS); break; } if (move.isFinished()) { moveQueuePointer++; } if (moveQueuePointer >= queuedMoves.Count) { moveQueuePointer = 0; queuedMoves = new List <ShiblitzMove>(); finishState(State.PERFORMING_ACTIONS); } break; default: Debug.Log("Game state is not listed in State enum"); break; } inputManager.update(); }