コード例 #1
0
ファイル: UnitTower.cs プロジェクト: lusia8500/20191111
        public IEnumerator DragNDropRoutine()
        {
            GameControl.SelectTower(this);
            yield return(null);

            while (true)
            {
                Vector3 pos = Input.mousePosition;

                _TileStatus status = BuildManager.CheckBuildPoint(pos, -1, prefabID);

                if (status == _TileStatus.Available)
                {
                    BuildInfo buildInfo = BuildManager.GetBuildInfo();
                    thisT.position = buildInfo.position;
                    thisT.rotation = buildInfo.platform.thisT.rotation;
                }
                else
                {
                    Ray        ray = Camera.main.ScreenPointToRay(pos);
                    RaycastHit hit;
                    if (Physics.Raycast(ray, out hit, Mathf.Infinity))
                    {
                        thisT.position = hit.point;
                    }
                    //this there is no collier, randomly place it 30unit from camera
                    else
                    {
                        thisT.position = ray.GetPoint(30);
                    }
                }


                //left-click, build
                if (Input.GetMouseButtonDown(0) && !UIUtilities.IsCursorOnUI())
                {
                    //if current mouse point position is valid, build the tower
                    if (status == _TileStatus.Available)
                    {
                        string exception = BuildManager.BuildTower(srcTower);
                        if (exception != "")
                        {
                            GameControl.DisplayMessage(exception);
                        }
                    }
                    else
                    {
                        BuildManager.ClearBuildPoint();
                    }
                    GameControl.ClearSelectedTower();
                    thisObj.SetActive(false);
                    break;
                }

                //right-click, cancel
                if (Input.GetMouseButtonDown(1) || GameControl.GetGameState() == _GameState.Over)
                {
                    GameControl.ClearSelectedTower();
                    BuildManager.ClearBuildPoint();
                    thisObj.SetActive(false);
                    break;
                }

                yield return(null);
            }

            thisT.position = new Vector3(0, 9999, 0);
        }
コード例 #2
0
ファイル: UnitTower.cs プロジェクト: j1mmyto9/TowerDefense
        public IEnumerator DragNDropRoutine()
        {
            GameControl.SelectTower(this);
            yield return(null);

#if (UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_BLACKBERRY) && !UNITY_EDITOR
            _TileStatus status = _TileStatus.NoPlatform;
            while (Input.touchCount >= 1)
            {
                Vector3 pos = Input.touches[0].position;

                status = BuildManager.CheckBuildPoint(pos, -1, prefabID);

                if (status == _TileStatus.Available)
                {
                    BuildInfo buildInfo = BuildManager.GetBuildInfo();
                    thisT.position = buildInfo.position;
                    thisT.rotation = buildInfo.platform.thisT.rotation;
                }
                else
                {
                    Ray        ray = Camera.main.ScreenPointToRay(pos);
                    RaycastHit hit;
                    if (Physics.Raycast(ray, out hit, Mathf.Infinity))
                    {
                        thisT.position = hit.point;
                    }
                    //this there is no collier, randomly place it 30unit from camera
                    else
                    {
                        thisT.position = ray.GetPoint(30);
                    }
                }

                if (Input.touches[0].phase == TouchPhase.Ended)
                {
                    //if current mouse point position is valid, build the tower
                    if (status == _TileStatus.Available)
                    {
                        bool exception = BuildManager.BuildTower(srcTower);
                        if (exception == false)
                        {
                            GameControl.DisplayMessage("Can't build tower");
                        }
                    }
                    else
                    {
                        BuildManager.ClearBuildPoint();
                    }
                    break;
                }

                yield return(null);
            }
            GameControl.ClearSelectedTower();
#else
            while (true)
            {
                Vector3     pos    = Input.mousePosition;
                _TileStatus status = BuildManager.CheckBuildPoint(pos, -1, prefabID);
                if (status == _TileStatus.Available)
                {
                    BuildInfo buildInfo = BuildManager.GetBuildInfo();
                    thisT.position = buildInfo.position;
                    thisT.rotation = buildInfo.platform.thisT.rotation;
                }
                else
                {
                    Ray        ray = Camera.main.ScreenPointToRay(pos);
                    RaycastHit hit;
                    if (Physics.Raycast(ray, out hit, Mathf.Infinity))
                    {
                        thisT.position = hit.point;
                    }
                    //this there is no collier, randomly place it 30unit from camera
                    else
                    {
                        thisT.position = ray.GetPoint(30);
                    }
                }

                //left-click, build
                if (Input.GetMouseButtonDown(0) && !UIUtilities.IsCursorOnUI())
                {
                    //if current mouse point position is valid, build the tower
                    if (status == _TileStatus.Available)
                    {
                        bool exception = BuildManager.BuildTower(srcTower);
                        if (exception == false)
                        {
                            GameControl.DisplayMessage("Can't build tower");
                        }
                    }
                    else
                    {
                        BuildManager.ClearBuildPoint();
                    }
                    GameControl.ClearSelectedTower();
                    thisObj.SetActive(false);
                    break;
                }
                //right-click, cancel
                if (Input.GetMouseButtonDown(1) || GameControl.GetGameState() == _GameState.Over)
                {
                    GameControl.ClearSelectedTower();
                    BuildManager.ClearBuildPoint();
                    thisObj.SetActive(false);
                    break;
                }
                yield return(null);
            }
#endif
            thisObj.SetActive(false);
            thisT.position = new Vector3(0, 9999, 0);
            BuildManager.ShowPlatform(false);
        }
コード例 #3
0
        //called in every frame, execute if there's an ability is selected and pending target selection
        //use only mouse input atm.
        void SelectAbilityTarget()
        {
            if (selectedAbilityID < 0)
            {
                return;
            }

            //only cast on terrain and platform
            LayerMask mask         = 1 << LayerManager.LayerPlatform();
            int       terrainLayer = LayerManager.LayerTerrain();

            if (terrainLayer >= 0)
            {
                mask |= 1 << terrainLayer;
            }

            Ability ability = abilityList[selectedAbilityID];

            if (ability.singleUnitTargeting)
            {
                if (ability.targetType == Ability._TargetType.Hybrid)
                {
                    mask |= 1 << LayerManager.LayerTower();
                    mask |= 1 << LayerManager.LayerCreep();
                }
                else if (ability.targetType == Ability._TargetType.Friendly)
                {
                    mask |= 1 << LayerManager.LayerTower();
                }
                else if (ability.targetType == Ability._TargetType.Hostile)
                {
                    mask |= 1 << LayerManager.LayerCreep();
                }
            }


                        #if UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8
            Unit targetUnit = null;
            if (Input.touchCount >= 1)
            {
                Camera mainCam = Camera.main;
                if (mainCam != null)
                {
                    Ray        ray = mainCam.ScreenPointToRay(Input.touches[0].position);
                    RaycastHit hit;
                    if (Physics.Raycast(ray, out hit, Mathf.Infinity, mask))
                    {
                        currentIndicator.position = hit.point + new Vector3(0, 0.1f, 0);
                        validTarget = true;

                        if (ability.singleUnitTargeting)
                        {
                            targetUnit = hit.transform.GetComponent <Unit>();
                            if (targetUnit != null)
                            {
                                currentIndicator.position = targetUnit.thisT.position;
                            }
                            else
                            {
                                validTarget = false;
                            }
                        }
                    }
                    else
                    {
                        validTarget = false;
                    }
                }
            }
            else
            {
                if (validTarget)
                {
                    ActivateAbility(ability, currentIndicator.position, targetUnit);
                }
                else
                {
                    GameControl.DisplayMessage("Invalid target for ability");
                }
                ClearSelectedAbility();
            }
                        #else
            Camera mainCam = Camera.main;
            if (mainCam != null)
            {
                Ray        ray = mainCam.ScreenPointToRay(Input.mousePosition);
                RaycastHit hit;
                if (Physics.Raycast(ray, out hit, Mathf.Infinity, mask))
                {
                    currentIndicator.position = hit.point + new Vector3(0, 0.1f, 0);

                    Unit targetUnit = null;

                    validTarget = true;
                    if (ability.singleUnitTargeting)
                    {
                        targetUnit = hit.transform.GetComponent <Unit>();
                        if (targetUnit != null)
                        {
                            currentIndicator.position = targetUnit.thisT.position;
                        }
                        else
                        {
                            validTarget = false;
                        }
                    }

                    if (Input.GetMouseButtonDown(0))
                    {
                        if (validTarget)
                        {
                            ActivateAbility(ability, currentIndicator.position, targetUnit);
                            ClearSelectedAbility();
                        }
                        else
                        {
                            GameControl.DisplayMessage("Invalid target for ability");
                        }
                    }
                }
            }


            if (Input.GetMouseButtonDown(1))
            {
                ClearSelectedAbility();
            }
                        #endif
        }