// Update is called once per frame
    void Update()
    {
        selectionMode = SelectionManager.me.selectionMode;

        List <GameObject> building = SelectionManager.me.getSelected();

        if (building.Count > 0)
        {
            Building b = building[0].GetComponent <Building>();
            // if (b.actionsWeCanPerform != null)
            // {
            List <BuildingAction> buildActions = b.actionsWeCanPerform;

            if (buildActions.Count > 0)
            {
                //string queueInfo = "";
                //if (b.buildingActionQueue.Count == 0)
                //{
                //    queueInfo = "No actions queued";
                //}
                //else
                //{
                //    queueInfo = "\n" + b.buildingActionQueue[0].getProgress() + "\n" + "There are" +
                //                (b.buildingActionQueue.Count - 1).ToString() + " actions remaining" + "\n" + b.name;
                //}
                string BuildingInfo = b.name;
                foreach (BuildingAction ba in buildActions)
                {
                    if (isClicked)
                    {
                        BuildingAction baNew = (BuildingAction)Instantiate(ba, building[0].transform);
                        building[0].gameObject.GetComponent <Building>().buildingActionQueue.Add(baNew);
                        isClicked = false;
                    }
                }
            }
            // }
            if (building[0].GetComponent <Building>() == true)
            {
                buildingName.text    = building[0].GetComponent <Building>().name;
                buildingImage.sprite = building[0].GetComponent <Building>().buildingSprite;
            }
            else
            {
                Debug.Log("ffe");
            }
        }
    }
    //create some kind of constructor manager to put in it?
    void CreatingBuildings_checkForMouseClick()//this is the controller for checking if the player wants to build something
    {
        //Debug.Log("F");

        // GameObject selectedBuilding = BuildingStore.me.getToBuild();
        //GameObject selectedBuilding = ScrollableInventory.me.getToBuild();
        GameObject selectedBuilding = AssignMethodToInventoryItems.me.getToBuild();


        //Debug.Log(selectedBuilding.name);

        if (selectedBuilding != null)//make sure a building has been selected
        {
            Building selectedBuildScript = selectedBuilding.GetComponent <Building>();
            if (selectedBuildScript != null)//make sure that selected building has a building component
            {
                Debug.Log(selectedBuildScript.name);
                getMultipleTilesFromCoords(selectedBuildScript.widthInTiles, selectedBuildScript.heightInTiles);//gets the tiles that the building would need
                //if it were placed at the current mouse position

                buildingPlaceCursor.GetComponent <SpriteRenderer>().sprite = selectedBuildScript.buildingSprite;//draws the cursor showing an image of the building
                buildingPlaceCursor.transform.position = new Vector3(Camera.main.ScreenToWorldPoint(Input.mousePosition).x, Camera.main.ScreenToWorldPoint(Input.mousePosition).y, 0);

                Color cursorClour = new Color(1, 1, 1, 0.5f);
                buildingPlaceCursor.GetComponent <SpriteRenderer>().color = cursorClour;//makes it semitranparent so that we can see through
                if (isCurrentLocAValidForConstruction() == true)
                {
                    buildingPlaceCursor.GetComponent <SpriteRenderer>().color = cursorClour;
                }
                else
                {
                    cursorClour = new Color(1, 0, 0, 0.5f);
                    buildingPlaceCursor.GetComponent <SpriteRenderer>().color = cursorClour;
                }

                if (Input.GetMouseButtonDown(0))
                {
                    if (isCurrentLocAValidForConstruction())//creates the building there if the location is valid and the player has left clicked
                    {
                        createBuildingAtLocation(buildingPlaceCursor.transform.position, selectedBuildScript.widthInTiles, selectedBuildScript.heightInTiles);
                        selectionMode = selectingModes.buildings;
                    }
                }
            }
        }
    }
Esempio n. 3
0
 void decideSelectionMode()
 {
     if (getSelectionRaycast() == null)
     {
         selectionMode = selectingModes.units;
     }
     else
     {
         if (getSelectionRaycast().tag == "Building")
         {
             selectionMode = selectingModes.buildings;
         }
         else
         {
             selectionMode = selectingModes.units;
         }
     }
 }
    void decideSelecetionMode()
    {
        Vector2 mousePos = new Vector2(Camera.main.ScreenToWorldPoint(Input.mousePosition).x, Camera.main.ScreenToWorldPoint(Input.mousePosition).y);

        RaycastHit2D raycast = Physics2D.Raycast(mousePos, Vector2.zero, 0f);

        try
        {
            GameObject hitObject = raycast.collider.gameObject;
            Debug.Log(hitObject.tag);
            if (hitObject.gameObject.tag == "Building")
            {
                selectionMode = selectingModes.buildings;
            }
            else if (hitObject.gameObject.tag == "Unit")
            {
                selectionMode = selectingModes.units;
            }
        }
        catch
        {
        }
    }
Esempio n. 5
0
 void Update()
 {
     selectionMode = SelectionManager.me.selectionMode;
 }