void SelectShip() { RaycastHit hit; Ray ray; if (UnityEngine.EventSystems.EventSystem.current.IsPointerOverGameObject()) { return; } ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Input.GetMouseButtonDown(0)) { Physics.Raycast(ray.origin, ray.direction, out hit); if (hit.collider == null) { ui.Deselect(); } else if (hit.collider.tag == "fighter") { ui.Select(); squadron = hit.collider.transform.GetComponent <Flock> ().manager.GetComponent <SquadronController> (); if (squadron != null) { ui.UpdateUI(squadron.gameObject.transform); } } else { Debug.Log(hit.collider.tag); ui.Deselect(); } } }
// Use this for initialization void Start() { acceptedDest = new List <string>() { "staticPoint", "customPoint", "ship", "squadron" }; squadron = null; ui.gameObject.SetActive(false); Disable(); }
// Use this for initialization private void Start() { shipController.gameObject.SetActive(false); _squadronController = this.GetComponent<SquadronController>(); _controlModeRTS = this.GetComponent<ControlModeRTS>(); movementIndicator.SetActive(false); _currentControlMode = _controlModeRTS; battleManager = GameObject.Find("BattleManager").GetComponent<BattleManager>(); fleet = battleManager.atkFleet; }