コード例 #1
0
ファイル: PlayerManager.cs プロジェクト: S4slean/TONO
    public void Update()
    {
        //DEBUG
        if (Input.GetKeyDown(KeyCode.H))
        {
            playerCharacter.HideMoveRange();
        }

        //GUN SKILL
        if (Input.GetKeyDown(gunShot))
        {
            playerCharacter.gunShotSkill.Preview(playerCharacter);
        }

        //THROW ELEMENT
        if (Input.GetKeyDown(throwElement))
        {
            playerCharacter.throwElementSkill.Preview(playerCharacter);
        }

        //KICK
        if (Input.GetKeyDown(kick))
        {
            playerCharacter.kickSkill.Preview(playerCharacter);
        }

        /*RaycastHit hit;
         * Physics.Raycast(cam.ScreenPointToRay(Input.mousePosition), out hit, mouseMask);*/

        switch (hoverMode)
        {
        case HoverMode.MovePath:
            if (Input.GetMouseButtonDown(0))
            {
                //Debug.Log(hit.transform.tag);

                if (currentHoveredTile != null && currentHoveredTile.isWalkable && playerCharacter.moveRange.Contains(currentHoveredTile))
                {
                    playerCharacter.BeginAction();
                    playerCharacter.SetDestination(currentHoveredTile);
                }
            }
            break;

        case HoverMode.GunShotHover:
            //print("GUNSHOTHOVER");
            Vector3 pivotScreenPoint = Camera.main.WorldToScreenPoint(playerCharacter.GetTile().transform.position);
            //print("Pivot : " + pivotScreenPoint);

            Vector3 mouseOnScreen = Input.mousePosition;
            //print("Mouse : " + mouseOnScreen);
            Vector3 mouseDir = mouseOnScreen - pivotScreenPoint;

            float angleUp    = Vector3.Angle(pointsOnScreen.up - pivotScreenPoint, mouseDir);
            float angleRight = Vector3.Angle(pointsOnScreen.right - pivotScreenPoint, mouseDir);
            float angleDown  = Vector3.Angle(pointsOnScreen.down - pivotScreenPoint, mouseDir);
            float angleLeft  = Vector3.Angle(pointsOnScreen.left - pivotScreenPoint, mouseDir);

            //print("Up : " + angleUp + ", Right : " + angleRight + ", Down : " + angleDown + ", Left : " + angleLeft);
            playerCharacter.InitializeAllSkillRange(playerCharacter.GetTile());

            Dictionary <List <Tile>, float> lines = new Dictionary <List <Tile>, float>();
            lines.Add(playerCharacter.lineUp, angleUp);
            lines.Add(playerCharacter.lineRight, angleRight);
            lines.Add(playerCharacter.lineDown, angleDown);
            lines.Add(playerCharacter.lineLeft, angleLeft);

            List <Tile> lineToHighlight = lines.First().Key;
            foreach (KeyValuePair <List <Tile>, float> line in lines)
            {
                if (line.Value < lines[lineToHighlight])
                {
                    lineToHighlight = line.Key;
                }
            }

            if (lineToHighlight != currentLineHighlighted)
            {
                //HideObjectInLineHighlight();

                currentLineHighlighted = lineToHighlight;

                //print(lineToHighlight.Count);

                Highlight_Manager.instance.HideHighlight(playerCharacter.GetSkillPreviewID());
                playerCharacter.SetPreviewID(Highlight_Manager.instance.ShowHighlight(playerCharacter.gunRange, HighlightMode.ActionPreview));
                SetHighlightID(Highlight_Manager.instance.ShowHighlight(currentLineHighlighted, HighlightMode.ActionHighlight));

                //ShowObjectInLineHighlight();
            }


            if (Input.GetMouseButtonDown(0))
            {
                if (currentBarrelInLine != null)
                {
                    playerCharacter.gunShotSkill.Activate(playerCharacter, currentBarrelInLine.GetTile());
                }
                else if (currentProjectileInLine != null)
                {
                    playerCharacter.gunShotSkill.Activate(playerCharacter, currentProjectileInLine.TileBelow());
                }
            }


            currentBarrelInLine     = BarrelInLine(currentLineHighlighted);
            currentProjectileInLine = ProjectileInLine(currentLineHighlighted);

            //print(playerCharacter.lineUp.Count);
            break;

        case HoverMode.Bombardment:
            if (Input.GetMouseButtonDown(0))
            {
                if (currentHoveredTile != null && !(currentHoveredTile is Wall) && !currentHoveredTile.hasBarrelMarker)
                {
                    BombardmentManager.Instance.PlaceBarrelMarker(currentHoveredTile);
                }
            }
            break;

        case HoverMode.MeleeHover:
            if (Input.GetMouseButtonDown(0))
            {
                if (currentHoveredTile != null && currentHoveredTile.isClickable)
                {
                    SkillManager.instance.currentActiveSkill.Activate(playerCharacter, currentHoveredTile);
                }
            }
            break;

        case HoverMode.ThrowHover:
            if (Input.GetMouseButtonDown(0))
            {
                if (currentHoveredTile != null && currentHoveredTile.isClickable)
                {
                    SkillManager.instance.ThrowElement(playerCharacter, playerCharacter.liftedPawn, currentHoveredTile);
                }
            }
            break;
        }
    }