コード例 #1
0
ファイル: Beatle.cs プロジェクト: Bdoom/Bug-Wars
    // Update is called once per frame
    void Update()
    {
        beatlePosition = new Vector3(transform.position.x, WorldHandler.CAMERA_Y, transform.position.z); // not sure if i should add a transform.hasChanged test so it doesnt call this every frame?
        timer         += Time.deltaTime;



        if (health <= 0)
        {
            gameObject.SetActive(false);
            WorldHandler.unitsSelected.Remove(gameObject);
            isUnitSelected = false;
            WorldHandler.DestroyFlags();
            GetComponent <Collider>().isTrigger = false;
            if (isServer)
            {
                WorldHandler.findLocalPlayer().GetComponent <WorldHandler>().Rpc_DespawnObject(gameObject);
            }
        }

        if (isUnitSelected)
        {
            displayBeatleInfo();
        }

        if (beatlePosition != Vector3.zero)
        { // when space is pressed, move camera to the anthill
            if (Input.GetKey(KeyCode.Space) && isUnitSelected)
            {
                Camera.main.transform.position = beatlePosition;
                Debug.Log(beatlePosition);
            }
        }
    }
コード例 #2
0
    // Update is called once per frame
    void Update()
    {
        antPosition = new Vector3(transform.position.x, 43.2f, transform.position.z); // not sure if i should add a transform.hasChanged test so it doesnt call this every frame?
        timer      += Time.deltaTime;

        if (health <= 0)
        {
            //gameObject.SetActive(false);
            WorldHandler.unitsSelected.Remove(gameObject);
            isUnitSelected = false;
            WorldHandler.DestroyFlags();
            GetComponent <Collider>().isTrigger = false;
            localPlayer.Cmd_disableUnit(gameObject);
        }

        if (isUnitSelected)
        {
            displayAntInfo();
        }

        if (antPosition != Vector3.zero)
        { // when space is pressed, move camera to the anthill
            if (Input.GetKey(KeyCode.Space) && isUnitSelected)
            {
                Camera.main.transform.position = antPosition;
            }
        }
    }
コード例 #3
0
 void OnMouseDown()                                      // Change to OnMouseHover and check for clicks, then put a public static bool inside of dragselection script called "isDragging" if you are dragging none of this should apply
 {
     if (!EventSystem.current.IsPointerOverGameObject()) // If the mouse is not over an event system object (UI Object) and the user is pressing the left click
     {
         WorldHandler.deselectUnits();
         WorldHandler.deselectAntHill();
         Cursor.lockState = CursorLockMode.Confined;                     // lock the cursor when the user clicks the terrain.
         WorldHandler.hideAnthillInfo();
         WorldHandler.DestroyFlags();
     }
 }