public void Update() { if (_aim.activeInHierarchy == false) { Position playerPosition = _context.GetPlayerEntity().position.Position; Vector3 playerWorldPosition = _unityGridInfoProvider.GetCellCenterWorld(playerPosition); _aim.transform.position = playerWorldPosition; } _aim.SetActive(true); bool noKeyIsPressed = !Input.anyKeyDown; if (noKeyIsPressed) { return; } _uiFacade.UiElementSelector.Deselect(); Position direction = ReadDirection(); if (direction == Position.Zero) { SwitchBackToDecisionMaking(); return; } PlayerDecisionComponent decision = _context.playerDecision; _context.ReplacePlayerDecision(decision.Decision, direction, decision.Position); SwitchBackToDecisionMaking(); }
private void OnEnable() { PlayerDecisionComponent decision = _context.playerDecision; Position playerPosition = _context.GetPlayerEntity().position.Position; _context.ReplacePlayerDecision(decision.Decision, Position.Zero, playerPosition); }
public void Update() { Position playerPosition = _context.GetPlayerEntity().position.Position; if (_aim.activeInHierarchy == false) { Vector3 playerWorldPosition = _unityGridInfoProvider.GetCellCenterWorld(playerPosition); _aim.transform.position = playerWorldPosition; } _aim.SetActive(true); bool noKeyIsPressed = !Input.anyKey && !Input.anyKeyDown; //osnowatodo && _contextManager.Current.SimulatedKeyDown == KeyCode.None; if (noKeyIsPressed) { _inputWithRepeating.ResetTime(); return; } _uiFacade.UiElementSelector.Deselect(); Position direction = ReadDirection(); if (direction == Position.MinValue) // escape { SwitchBackToDecisionMaking(); return; } if (direction == Position.Zero) { // SwitchBackToDecisionMaking(); return; } PlayerDecisionComponent decision = _context.playerDecision; Position newMarkerPosition = decision.Position + direction; _context.ReplacePlayerDecision(decision.Decision, direction, newMarkerPosition); PresentSelectionPath(playerPosition, newMarkerPosition); // SwitchBackToDecisionMaking(); }