void ToggleToActorMenu() { gim = GameInputMode.ActorMenu; //buttons buttons.Clear(); CheckActorMenuButtons(); }
void SetupGame() { //load saved input mode ect ect ect ect gim = GameInputMode.ActorMenu; ts = GetTileset(); guy = sheet.getCreature(0); guy.BecomePlayer(); guy.LearnSkill(new Skill(SkillTrajectory.Linear, 4, 10, "skill1", 1)); guy.LearnSkill(new Skill(SkillTrajectory.Linear, 5, 1, "skill2 lol", 1)); guy.tsPos = new Point(2, 2); PositionToTile(guy); enemy = sheet.getCreature(1); enemy.LearnSkill(new Skill(SkillTrajectory.Linear, 5, 1, "skill2 lol", 1)); actors = new List <Creature>(); actors.Add(guy); actors.Add(enemy); actionQueue = new List <SingleAction>(); //buttons buttons.Clear(); CheckActorMenuButtons(); }
void Update() { if (!InCheatMode && Input.GetKeyDown(Key_CheatMode)) { Debug.Log("In Cheat Mode"); InCheatMode = !InCheatMode; } if (InCheatMode && Input.GetKeyDown(Key_TouchMapping)) { Debug.Log("Map Keyboard to Touch"); MapKeyboardToTouchUI = !MapKeyboardToTouchUI; } if (InCheatMode && Input.GetKeyDown(Key_ToggleUI)) { Debug.Log("Toggle UI"); debug_UI.SetActive(!debug_UI.activeSelf); } if (InCheatMode && Input.GetKeyDown(Key_ToggleFreeFly) && debug_freeflyScript != null) { debug_freeflyScript.enabled = !debug_freeflyScript.enabled; Debug.Log("Toggle Freefly: " + debug_freeflyScript.enabled); } if (InCheatMode && Input.GetKeyDown(Key_ToggleInputMode)) { if (Mode == GameInputMode.Keyboard) { Mode = GameInputMode.Touch_1; } else { Mode = GameInputMode.Keyboard; } Debug.Log("Toggling InputMode to: " + Mode); } refreshInputVector(); if (InCheatMode && MapKeyboardToTouchUI && Mode == GameInputMode.Keyboard) { if (joystick is JoystickForwardSnap fwdJoystick && debug_override_joystick_handle != null) { fwdJoystick.DebugOverrideJoystick(touchInputVector, new Vector2(128f, 128f), 1, debug_override_joystick_handle); } if (Input.GetKeyDown(jump_key)) { btn_jump.DebugOverride_SetPressStatus(true); } if (Input.GetKeyUp(jump_key)) { btn_jump.DebugOverride_SetPressStatus(false); } if (Input.GetKeyDown(interact_key)) { btn_interact.DebugOverride_SetPressStatus(true); } if (Input.GetKeyUp(interact_key)) { btn_interact.DebugOverride_SetPressStatus(false); } } }
void CheckButtons() { for (int i = 0; i < buttons.Count; i++) { if (buttons[i].getFrame(false).Contains(mousePos) && IsleftClicking()) { switch (buttons[i].actionName) { case ("TilesetEditor"): gm = GameMode.TilesetEditor; SetupTSE(); break; case ("GameStart"): gm = GameMode.Game; SetupGame(); break; case ("EndTurn"): ToggleNextActor(); ToggleToActorMenu(); break; case ("SelectSkill"): gim = GameInputMode.SkillSelect; ToggleSkillSelectButtons(); break; case ("MoveActor"): ToggleMoveActor(); break; case ("SelectSkillKey"): gim = GameInputMode.CastSkill; SelectSkill(buttons[i].key); ToggleSkillSelectButtons(); break; } } } }
private void HandleInputModeChanged(GameInputMode inputMode) { if (IsHudShowing) { switch (inputMode) { case GameInputMode.NoInput: case GameInputMode.PartialPopup: case GameInputMode.FullPopup: //D.Log(ShowDebugLog, "InputMode changed to {0}. {1} is no longer showing HUD.", inputMode.GetValueName(), DebugName); ShowHud(false); break; case GameInputMode.Normal: // do nothing break; case GameInputMode.None: default: throw new NotImplementedException(ErrorMessages.UnanticipatedSwitchValue.Inject(inputMode)); } } }
void ToggleMoveActor() { gim = GameInputMode.MoveActor; currentRange = pointsInRange(CurrentActor().tsPos, CurrentActor().AP); }