Esempio n. 1
0
 /// <summary>
 /// Handles all the logic for the human player input stages
 /// </summary>
 public override void Think()
 {
     if (endTurnRequested)
     {
         endTurnRequested = false;
         NextDecision     = new Decision()
         {
             Type = DecisionType.EndTurn
         };
     }
     if (mouseClicked)
     {
         mouseClicked = false;
         var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
         if (Physics.Raycast(ray, out RaycastHit hit))
         {
             if (hit.collider.CompareTag("Unit"))
             {
                 var unit = hit.collider.gameObject.GetComponentInParent <Unit>();
                 if (unit.Faction == FactionManager.FactionIndex)
                 {
                     if (unit == SelectedUnit)
                     {
                         deselectUnit();
                     }
                     else
                     {
                         deselectUnit();
                         SelectedUnit = unit;
                         MatchManager.ActivateUIForUnit(SelectedUnit);
                         SelectedUnit.gameObject.AddComponent <SelectedUnit>();
                     }
                 }
                 else
                 {
                     if (SelectedUnit != null)
                     {
                         NextDecision = CreateAttackDecision(SelectedUnit, unit);
                     }
                 }
             }
             else if (hit.collider.CompareTag("Map") && SelectedUnit)
             {
                 var cell = MatchManager.MapManager.GetCell(hit.point);
                 if (MapManager.IsFree(cell))
                 {
                     NextDecision = CreateMoveDecision(SelectedUnit, cell);
                 }
             }
         }
         else
         {
             deselectUnit();
         }
     }
 }
Esempio n. 2
0
 /// <summary>
 /// Applies an already validated decision
 /// </summary>
 /// <param name="decision">An already validated decision</param>
 /// <returns></returns>
 private IEnumerator applyDecision(Decision decision)
 {
     if (decision.Type != DecisionType.EndTurn && currentPlayer.FactionManager.IsHuman)
     {
         m_matchManager.DeactivateUIForUnit(decision.SourceUnit);
     }
     if (decision.Type == DecisionType.Move)
     {
         yield return(applyMove(decision));
     }
     if (decision.Type == DecisionType.Attack)
     {
         yield return(applyAttack(decision));
     }
     if (decision.Type != DecisionType.EndTurn && currentPlayer.FactionManager.IsHuman)
     {
         m_matchManager.ActivateUIForUnit(decision.SourceUnit);
     }
 }