private void Update() { if (active && Time.timeScale != 0) { Transform enemyWarlord = aiArmy == "B" ? SM.rWarlord : SM.bWarlord; if (targets.Count == 0) { warlord.AttackNow(enemyWarlord.position); } else { warlord.DefendNow(); if (Time.timeScale > 0) { Attack(enemyWarlord.position); } } } }
private void Update() { mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition); transform.position = new Vector3(mousePos.x, mousePos.y, -5f); tR.startWidth = 0.3f * uiCamera.GetComponent <Camera>().orthographicSize / 20f; tR.endWidth = 0.05f * uiCamera.GetComponent <Camera>().orthographicSize / 20f; tR.enabled = Input.GetMouseButton(1); //float k = uiCamera.GetComponent<Camera>().orthographicSize/6f; //transform.localScale = new Vector3(k, k, 1); lMouseTime = Time.time - lMouseTimer; if (Input.GetMouseButtonDown(0)) { lMouseTimer = Time.time; firstMousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition); } if (Input.GetMouseButtonUp(0)) { lMouseTimer = Time.time; if (!lDoingLong) { lDoWhenClick(); } else { lDoWhenLong(); } } if (lDoingLong && Input.GetMouseButton(0)) { DrawRect(firstMousePos, mousePos); } else { DrawRect(Vector3.zero, Vector3.zero); } if (Input.GetMouseButton(1)) { rDoWhenClick(); } //test if (Input.GetKeyDown(KeyCode.T)) { Test(); } //defend if (Input.GetKeyDown(KeyCode.D)) { Defend(); } if (Input.GetKeyDown(KeyCode.Q)) { WarlordAttack(); } if (attackWarlord) { Transform warlordTr = yourArmy == "B" ? SM.bWarlord : SM.rWarlord; Soldier warlord = warlordTr.GetComponent <Soldier>(); warlord.AttackNow(yourArmy == "B" ? SM.rWarlord.position : SM.bWarlord.position); } //bluearmy if (Input.GetKeyDown(KeyCode.F1)) { string army = "B"; GameObject off = (GameObject)Instantiate((GameObject)Resources.Load("Officer"), new Vector3(mousePos.x, mousePos.y, -1), Quaternion.LookRotation(Vector3.forward, Vector3.right)); off.GetComponent <Officer>().army = army; off.GetComponent <Officer>().eqSet = "Sword"; off.transform.name = army + "_Officer"; } if (Input.GetKeyDown(KeyCode.F2)) { string army = "B"; GameObject off = (GameObject)Instantiate((GameObject)Resources.Load("Officer"), new Vector3(mousePos.x, mousePos.y, -1), Quaternion.LookRotation(Vector3.forward, Vector3.right)); off.GetComponent <Officer>().army = army; off.GetComponent <Officer>().eqSet = "Spear"; off.transform.name = army + "_Officer"; } if (Input.GetKeyDown(KeyCode.F3)) { string army = "B"; GameObject off = (GameObject)Instantiate((GameObject)Resources.Load("Officer"), new Vector3(mousePos.x, mousePos.y, -1), Quaternion.LookRotation(Vector3.forward, Vector3.right)); off.GetComponent <Officer>().army = army; off.GetComponent <Officer>().eqSet = "Bow"; off.transform.name = army + "_Officer"; } //redarmy if (Input.GetKeyDown(KeyCode.F5)) { string army = "R"; GameObject off = (GameObject)Instantiate((GameObject)Resources.Load("Officer"), new Vector3(mousePos.x, mousePos.y, -1), Quaternion.LookRotation(Vector3.forward, -Vector3.right)); off.GetComponent <Officer>().army = army; off.GetComponent <Officer>().eqSet = "Sword"; off.transform.name = army + "_Officer"; } if (Input.GetKeyDown(KeyCode.F6)) { string army = "R"; GameObject off = (GameObject)Instantiate((GameObject)Resources.Load("Officer"), new Vector3(mousePos.x, mousePos.y, -1), Quaternion.LookRotation(Vector3.forward, -Vector3.right)); off.GetComponent <Officer>().army = army; off.GetComponent <Officer>().eqSet = "Spear"; off.transform.name = army + "_Officer"; } if (Input.GetKeyDown(KeyCode.F7)) { string army = "R"; GameObject off = (GameObject)Instantiate((GameObject)Resources.Load("Officer"), new Vector3(mousePos.x, mousePos.y, -1), Quaternion.LookRotation(Vector3.forward, -Vector3.right)); off.GetComponent <Officer>().army = army; off.GetComponent <Officer>().eqSet = "Bow"; off.transform.name = army + "_Officer"; } //hud if (Input.GetKeyDown(KeyCode.H)) { UIoff(); } //restart if (Input.GetKeyDown(KeyCode.R)) { Restart(); } //speedUp if (Input.GetKeyDown(KeyCode.PageUp)) { Faster(); } //speedDown if (Input.GetKeyDown(KeyCode.PageDown)) { Slower(); } //pause if (Input.GetKeyDown(KeyCode.Space)) { Pause(); } //quit else if (Input.GetKeyDown(KeyCode.Escape)) { Menu(); } }