public IEnumerator DragNDropRoutine(int pointerID = -1) { GameControl.SelectTower(this); yield return(null); Vector3 cursorPos = Vector3.zero; TDTK.OnDragNDrop(true); inDragNDropRoutine = true; while (inDragNDropRoutine) { if (Input.GetKeyDown(KeyCode.Escape)) { break; } bool invalidCursor = false; if (pointerID < 0) { cursorPos = Input.mousePosition; } else { cursorPos = TDTK.GetTouchPosition(pointerID); } if (cursorPos.magnitude < 0) { invalidCursor = true; } BuildInfo buildInfo = null; if (!invalidCursor) { buildInfo = BuildManager.CheckBuildPoint(cursorPos, prefabID); if (buildInfo.status == _TileStatus.NoPlatform) { Ray ray = Camera.main.ScreenPointToRay(cursorPos); RaycastHit hit; if (Physics.Raycast(ray, out hit, Mathf.Infinity)) { thisT.position = hit.point; } else { thisT.position = ray.GetPoint(30); //this there is no collier, randomly place it 30unit from camera } } else { thisT.position = buildInfo.position; thisT.rotation = buildInfo.platform.thisT.rotation; } IndicatorControl.SetBuildTileIndicator(buildInfo); } bool cursorOnUI = UI.IsCursorOnUI(pointerID); if (pointerID < 0) { if (Input.GetMouseButtonDown(0)) { if (cursorOnUI) { break; } string exception = BuildManager._BuildTower(srcTower, buildInfo); if (exception != "") { TDTK.OnGameMessage(exception); } break; } if (Input.GetMouseButtonDown(1)) { break; } } else { if (TDTK.IsTouchEnding(pointerID)) { if (cursorOnUI) { break; } string exception = BuildManager._BuildTower(srcTower, buildInfo); if (exception != "") { TDTK.OnGameMessage(exception); } break; } } yield return(null); } inDragNDropRoutine = false; TDTK.OnDragNDrop(false); IndicatorControl.SetDragNDropPhase(false); thisObj.SetActive(false); }
public BuildInfo _CheckBuildPoint(Vector3 pointer, int towerID) { BuildInfo buildInfo = new BuildInfo(); if (disableBuildWhenInPlay && SpawnManager.GetActiveUnitCount() > 0) { buildInfo.status = _TileStatus.NotInBuildPhase; return(buildInfo); } Camera mainCam = Camera.main; if (mainCam != null) { Ray ray = mainCam.ScreenPointToRay(pointer); RaycastHit hit; if (Physics.Raycast(ray, out hit, Mathf.Infinity, maskPlatform)) { for (int i = 0; i < buildPlatforms.Count; i++) { if (hit.transform == buildPlatforms[i].thisT) { PlatformTD platform = buildPlatforms[i]; //calculating the build center point base on the input position Vector3 pos = GetTilePos(platform, hit.point); buildInfo.position = pos; buildInfo.platform = platform; //checking if tower can be built on the platform, for dragNdrop mode if (towerID >= 0 && !platform.availableTowerIDList.Contains(towerID)) { buildInfo.status = _TileStatus.Unavailable; } if (buildInfo.status == _TileStatus.Available) { //check if the position is blocked, by any other obstabcle other than the baseplane itself Collider[] cols = Physics.OverlapSphere(pos, gridSize / 2 * 0.9f, ~maskAll); if (cols.Length > 0) { buildInfo.status = _TileStatus.NoPlatform; } else { buildInfo.status = _TileStatus.Available; } if (buildInfo.status == _TileStatus.Available) { //check if the platform is walkable, if so, check if building on the point wont block all possible path if (platform.IsWalkable()) { if (platform.CheckForBlock(pos)) { buildInfo.status = _TileStatus.Blocked; } } //map platform availableTowerIDList (which is the towers' prefabID) to the list elements' ID in towerList buildInfo.availableTowerIDList = new List <int>(); for (int m = 0; m < platform.availableTowerIDList.Count; m++) { for (int n = 0; n < towerList.Count; n++) { if (platform.availableTowerIDList[m] == towerList[n].prefabID) { buildInfo.availableTowerIDList.Add(n); break; } } } } } break; } } } else { buildInfo.status = _TileStatus.NoPlatform; } } else { buildInfo.status = _TileStatus.NoPlatform; } //reverse block status for mine if (buildInfo.status == _TileStatus.Blocked) { //for drag n drop mode if (towerID >= 0 && GetTowerPrefab(towerID).type == _TowerType.Mine) { buildInfo.status = _TileStatus.Available; } if (towerID < 0) { bool gotMineInList = false; for (int i = 0; i < buildInfo.availableTowerIDList.Count; i++) { if (towerList[buildInfo.availableTowerIDList[i]].type == _TowerType.Mine) { gotMineInList = true; } else { buildInfo.availableTowerIDList.RemoveAt(i); i -= 1; } } if (gotMineInList) { buildInfo.status = _TileStatus.Available; } } } if (!UseDragNDrop()) //for PointNClick { if (buildInfo.status != _TileStatus.Available) { IndicatorControl.ClearBuildTileIndicator(); } else { IndicatorControl.SetBuildTileIndicator(buildInfo); } } return(buildInfo); }