// Update is called once per frame private void FixedUpdate() { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit)) { if (hit.transform.tag.Equals("CheckPoint") || hit.transform.tag.Equals("Pawn")) { //Enable area highlight this.light.enabled = true; this.gameObject.transform.LookAt(hit.transform); //Set current target if (hit.transform.tag.Equals("CheckPoint")) { this.targetCheckSpace = hit.transform.gameObject.GetComponent <CheckSpace>(); } else { this.targetCheckSpace = hit.transform.gameObject.GetComponent <Pawn>().checkSpace; } } else { this.light.enabled = false; this.targetCheckSpace = null; } } else { this.light.enabled = false; this.targetCheckSpace = null; } }
private void ExecuteGameLogic() { if (!gameManager.isInitialised) { //wait for ready state of operation so it's interactable gameInfo.text = "Setting up"; return; } //check if can move if (mTurnJSON.GetColour(this.userID).Equals(Color.white)) { if (!gameManager.isWhitesTurn) { gameInfo.text = "It's your opponents turn (Black)"; return; //not your turn; } else { gameInfo.text = "It's Your turn (White)"; } } else { if (!gameManager.isBlacksTurn) { gameInfo.text = "It's your opponents turn (White)"; return; //not your turn; } else { gameInfo.text = "It's Your turn (Black)"; } } if (Input.GetMouseButtonUp(0) && this.checkPositionTarget.targetCheckSpace != null) { if (this.selectedCheckspace != null) { this.selectedCheckspace.gameObject.GetComponent <Renderer>().material = oldMaterial; this.selectedCheckspace = null; } this.selectedCheckspace = this.checkPositionTarget.targetCheckSpace; this.oldMaterial = this.selectedCheckspace.gameObject.GetComponent <Renderer>().material; this.selectedCheckspace.gameObject.GetComponent <Renderer>().material = highlightMaterial; } else if (Input.GetMouseButtonUp(1)) { if (this.selectedCheckspace != null) { this.selectedCheckspace.gameObject.GetComponent <Renderer>().material = oldMaterial; this.selectedCheckspace = null; } } }