void CmdsetMovementOnUnit(Vector3 pos) { if (currentlySelectedUnit != null && currentlySelectedUnit.movementLeft > 0) { currentlySelectedUnit.SetMovement(pos); //Network this TODO } }
public void SelectionCast() { Ray myRay = m_Cam.ScreenPointToRay(Input.mousePosition); //Create a ray from the main camera using the mouse pointer RaycastHit hit; if (Physics.Raycast(myRay, out hit, selectable)) { Debug.DrawLine(transform.position, hit.point, Color.blue, 10f); if (hit.collider.tag == "Grid") { if (currentlySelectedUnit != null && currentlySelectedUnit.movementLeft > 0) { currentlySelectedUnit.SetMovement(hit.point); } } else if (hit.collider.tag == "Player") { if (currentlySelectedUnit != null) { currentlySelectedUnit.deselectedUnit(); } UnitSelection(hit); //Attempt to select the unit, or select it } else if (hit.collider.tag == "Charge") { if (currentlySelectedUnit != null && !currentlySelectedUnit.chargedDuringAction) { currentlySelectedUnit.SendMessage("Charge", hit.transform.position); } } else { Debug.Log("No logic for " + hit.collider.name.ToString() + " in Select And Move"); } } }