Esempio n. 1
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 private void onRightBtnClick(SidedEntity entity)
 {
     if (entity is UnitBase)
     {
         if (this.selectedParty.contains((UnitBase)entity))
         {
             this.selectedParty.remove((UnitBase)entity);
         }
         else
         {
             this.selectedBuilding.clearSelected();
             this.selectedParty.tryAdd((UnitBase)entity);
         }
     }
     else if (entity is BuildingBase)
     {
         if (entity == this.selectedBuilding)
         {
             this.selectedBuilding.clearSelected();
         }
         else
         {
             this.selectedParty.clearSelected();
             this.selectedBuilding.setSelected((BuildingBase)entity);
         }
     }
 }
Esempio n. 2
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 public void setTarget(SidedEntity target)
 {
     this.target = target;
     this.centerAroundTarget();
     this.setAlpha(1);
     this.f = this.timeVisible;
 }
Esempio n. 3
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 private void onLeftBtnClick(SidedEntity entity)
 {
     this.getSelected().clearSelected();
     if (entity is UnitBase)
     {
         this.selectedParty.tryAdd((UnitBase)entity);
     }
     else if (entity is BuildingBase)
     {
         this.selectedBuilding.setSelected((BuildingBase)entity);
     }
     this.actionButtons.closePopupButtons();
 }
Esempio n. 4
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    public Projectile fireProjectile(Vector3 position, SidedEntity shooter, int damage, LivingObject target)
    {
        GameObject obj = GameObject.Instantiate(
            Registry.projectileArrow.getPrefab(),
            position,
            Quaternion.identity);
        Projectile projectile = obj.GetComponent <Projectile>();

        projectile.setProjectileInfo(shooter, damage, target);

        NetworkServer.Spawn(obj);

        return(projectile);
    }
Esempio n. 5
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    public void callFunction <T>(List <T> list, LivingObject clickedObject) where T : SidedEntity
    {
        List <SidedEntity> candidates = this.getCandidates(list);

        if (this.entitySelecterFunctionDelayed == null)
        {
            // Call function on all.
            foreach (SidedEntity entity in candidates)
            {
                this.mainFunctionDelayed.Invoke(entity, clickedObject);
            }
        }
        else
        {
            SidedEntity e = this.entitySelecterFunctionDelayed.Invoke(candidates, clickedObject);
            this.mainFunctionDelayed.Invoke(e, clickedObject);
        }
    }
Esempio n. 6
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    public virtual void callFunction <T>(List <T> list) where T : SidedEntity
    {
        List <SidedEntity> candidates = this.getCandidates(list);

        if (this.entitySelecterFunction == null)
        {
            // Call function on all.
            foreach (SidedEntity entity in candidates)
            {
                this.mainFunction.Invoke(entity);
            }
        }
        else
        {
            // Call function on a specific SidedEntity.
            SidedEntity e = this.entitySelecterFunction.Invoke(candidates);
            this.mainFunction.Invoke(e);
        }
    }
Esempio n. 7
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    /// <summary>
    /// Returns the closest enemy object to the point, or null if there are none.
    /// </summary>
    protected T findEntityOfType <T>(Vector3 point, float maxDistance = -1, bool findEnemies = true) where T : SidedEntity
    {
        SidedEntity           obj       = null;
        float                 f         = float.PositiveInfinity;
        Predicate <MapObject> predicate = (findEnemies ? unit.getTeam().predicateOtherTeam : unit.getTeam().predicateThisTeam);

        foreach (SidedEntity s in this.unit.map.findMapObjects(predicate))
        {
            if (s is T && !s.isDead())
            {
                float dis = Vector3.Distance(point, s.transform.position);
                if ((dis < f) && (maxDistance == -1 || dis < maxDistance))
                {
                    obj = s;
                    f   = dis;
                }
            }
        }
        return((T)obj);
    }
Esempio n. 8
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 // TODO is not called
 public override void onDamage(MapObject dealer)
 {
     // If a unit is damaged while idling, attack whatever damaged it.
     Debug.Log("hit!");
     if (dealer is Projectile)
     {
         SidedEntity shooter = ((Projectile)dealer).getShooter();
         if (this.unit.getTeam() != shooter.getTeam())
         {
             this.setToAttack(shooter);
         }
     }
     else if (dealer is SidedEntity)
     {
         SidedEntity attacker = (SidedEntity)dealer;
         if (this.unit.getTeam() != attacker.getTeam())
         {
             this.setToAttack(attacker);
         }
     }
 }
Esempio n. 9
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 public void setProjectileInfo(SidedEntity shooter, int damage, LivingObject target)
 {
     this.shooter = shooter;
     this.damage  = damage;
     this.target  = target;
 }
Esempio n. 10
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    public static readonly ActionButton[] BUTTON_LIST = new ActionButton[64]; // There doesn't seem to be any limit to the size.

    // Functions to use for this.setShouldDisableFunction()
    private static bool functionIsImmutable(SidedEntity entity)
    {
        return(entity.isImmutable());
    }
Esempio n. 11
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 /// <summary>
 /// Returns true if this ActionButton's interactability should be disabled.
 /// </summary>
 public bool shouldDisable(SidedEntity thisEntity)
 {
     return(this.shouldDisableFunction == null ? false : this.shouldDisableFunction.Invoke(thisEntity));
 }
Esempio n. 12
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 private static bool functionIsConstructing(SidedEntity entity)
 {
     return(((BuildingBase)entity).isConstructing());
 }
Esempio n. 13
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    private void handlePlayerInput()
    {
        // DEBUG
        if (Input.GetKeyDown(KeyCode.Y))
        {
            Vector3    mouseWorldPos = this.playerCam.ScreenToWorldPoint(Input.mousePosition);
            Vector2Int v             = TileMaps.singleton.worldToCell(mouseWorldPos + Vector3.one * 0.5f);
            this.sendMessageToServer(new MessageSpawnEntity(Registry.unitGunner, new Vector3(v.x, v.y), Vector3.zero, this.teamToDebugPlace != null ? this.teamToDebugPlace : this.team));
        }
        // End DEBUG

        bool leftBtnUp  = Input.GetMouseButtonUp(0);
        bool rightBtnUp = Input.GetMouseButtonUp(1);

        this.selectionBox.updateRect();

        if (leftBtnUp || rightBtnUp)
        {
            Vector3      mousePos   = this.playerCam.ScreenToWorldPoint(Input.mousePosition);
            Vector2      mousePos2D = new Vector2(mousePos.x, mousePos.y);
            RaycastHit2D hit        = Physics2D.Raycast(mousePos2D, Vector2.zero);

            if (hit.collider == null)
            {
                // Clicked nothing.
                if (leftBtnUp)
                {
                    this.actionButtons.closePopupButtons();
                    bool unitMoved = this.selectedParty.moveAllTo(mousePos);
                    if (unitMoved)
                    {
                        this.unitDestinationEffect.setPosition(mousePos);
                    }
                }
                if (rightBtnUp)
                {
                    // Deselect all selected Units.
                    this.getSelected().clearSelected();
                }
            }
            else
            {
                // Clicked something.
                LivingObject livingObject = hit.transform.GetComponent <LivingObject>();
                if (livingObject != null)
                {
                    // Clicked an Entity.
                    if (this.actionButtons.getDelayedActionButton() != null)
                    {
                        ActionButtonRequireClick delayedButton = this.actionButtons.getDelayedActionButton();
                        // Check if this is a valid option to preform the action on.
                        if (delayedButton.isValidForAction(this.team, livingObject))
                        {
                            if (this.selectedBuilding.getBuilding() != null)
                            {
                                delayedButton.callFunction(this.selectedBuilding.getBuilding(), livingObject);
                            }
                            else
                            {
                                delayedButton.callFunction(this.selectedParty.getAllUnits(), livingObject);
                            }
                        }
                    }
                    else
                    {
                        if (livingObject is SidedEntity)
                        {
                            SidedEntity clickedEntity = (SidedEntity)livingObject;
                            if (clickedEntity.getTeam() == this.team)
                            {
                                // Clicked a SidedEntity that is on our team.
                                if (leftBtnUp)
                                {
                                    this.onLeftBtnClick(clickedEntity);
                                }
                                if (rightBtnUp)
                                {
                                    this.onRightBtnClick(clickedEntity);
                                }
                            }
                            else
                            {
                                // Clicked a SidedEntity not on our team.

                                // Set all of the selected units that have the AttackNearby action to attack the clicked unit, only if they are already not attacking something.
                                int  mask = ActionButton.unitAttackNearby.getMask();
                                bool flag = false;
                                foreach (UnitBase unit in this.selectedParty.getAllUnits())
                                {
                                    if ((unit.getButtonMask() & mask) != 0)  // Unit has the attack Action Button
                                    {
                                        this.sendMessageToServer(new MessageAttackSpecific(unit, clickedEntity));
                                        flag = true;
                                    }
                                }

                                if (flag)
                                {
                                    this.attackTargetEffect.setTarget(clickedEntity);
                                }
                            }
                        }
                    }
                }
                // A click happened, so if something valid was clicked the delayed action was called.
                // Either way, we should cancel the action becuase it was resolved or the wrong thing was clicked.
                this.actionButtons.cancelDelayedAction();
            }
        }
    }