コード例 #1
0
 // Update is called once per frame
 void Update()
 {
     if (attached_character.get_remaining_actions() > 0)
     {
         current_state.update_state(this);
     }
 }
コード例 #2
0
    //This function does most of the heavy lifting for interactions with the world
    private void check_attack()
    {
        bool attack_input = false;

        //If it's not our turn, or we've used all our actions, get out of here!
        if (!util_ref.g_manager.players_turn || attached_character.get_attack_remaining() <= 0)
        {
            return;
        }

        //Raycast to the point at z index 0
        int attack = (int)Input.GetAxisRaw("Fire1");
        Vector3 target = main_camera.ScreenToWorldPoint(Input.mousePosition);
        target = new Vector3(target.x, target.y, 0f);

        //If we got attack input, keep moving
        if (attack != 0)
        {
            attack_input = true;
        }
        //See if there's an interactable object at the point
        if (!has_attacked && attack_input)
        {
            //Raycast to check the point
            RaycastHit2D hit = Physics2D.Raycast(new Vector2(main_camera.ScreenToWorldPoint(Input.mousePosition).x,
                main_camera.ScreenToWorldPoint(Input.mousePosition).y), Vector2.zero, 0f);

            //If we hit something...
            if(hit.transform != null)
            {
                //First check if we're even in range to care
                float dist = Vector2.Distance(transform.position, hit.transform.position);
                if(dist == 1)
                {
                    //Check if there's an interactable component on the target
                    Interactable interact = hit.transform.gameObject.GetComponent<Interactable>();
                    if (interact != null && attached_character.get_remaining_actions() > 0)
                    {
                        interact.force_interact(attached_character);
                        has_attacked = true;
                        if(attached_character.stats.get_stat_value("Move Actions") > 1)
                        {
                            attached_character.decrease_move();
                        }
                        else
                        {
                            attached_character.decrease_attack();
                        }
                    }
                }
            }
        }

        //If we've already attacked and don't have any input
        if (has_attacked && !attack_input)
        {
            //Mark that we can attack again
            has_attacked = false;
        }
        //If we haven't attacked and do have input
        if (!has_attacked && attack_input)
        {
            //Returns true if an attack was successful
            has_attacked = inv.do_attack(cur_skill, gameObject, target);
            if(has_attacked)
            {
                //manager.player_end_turn();
                attached_character.decrease_attack();
                //set_locked("Locked player to allow effect to play");
            }
        }
    }