コード例 #1
0
ファイル: NPCMove.cs プロジェクト: tbollman/CvS
 // Update is called once per frame
 void Update()
 {
     if (hM.dead && turn)
     {
         TurnManager.EndTurn();
     }
     if (!turn)
     {
         targetUnit = null;
         return;
     }
     if (!moving)
     {
         FindNearestTarget();
         CheckDistance(Vector3.forward, target);
         CheckDistance(-Vector3.forward, target);
         CheckDistance(Vector3.right, target);
         CheckDistance(-Vector3.right, target);
         if (targetUnit != null)
         {
             StartCoroutine(cM.Attack_Pause(this.gameObject, targetUnit));
             targetUnit.GetComponent <HealthManager>().health--;
             turn = false;
             TurnManager.EndTurn();
         }
         CalculatePath();
         FindSelectableTiles(3);
         actualTargetTile.target = true;
     }
     else
     {
         Move();
     }
 }
コード例 #2
0
    void CheckMouse()
    {
        if (Input.GetMouseButtonUp(0))
        {
            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);

            RaycastHit hit;
            if (Physics.Raycast(ray, out hit))
            {
                if (hit.collider.tag == "NPC")
                {
                    GameObject temp = hit.collider.gameObject;
                    //Debug.Log(temp.name);
                    CheckDistance(Vector3.forward, temp);
                    CheckDistance(-Vector3.forward, temp);
                    CheckDistance(Vector3.right, temp);
                    CheckDistance(-Vector3.right, temp);

                    if (targetUnit != null)
                    {
                        Debug.Log(targetUnit.name);

                        StartCoroutine(cM.Attack_Pause(this.gameObject, targetUnit));
                        targetUnit.GetComponent <HealthManager>().health--;

                        attacking = false;
                        Wait();
                    }
                    else
                    {
                        Debug.Log("NULL");
                    }
                }
            }
        }
    }