void HandleInput(Vector3 inputScreenPos, Input.InteractionType type) { var tile = Game.Map.Province(inputScreenPos); if (tile == null) { return; } bool activeUser = Game.IsCurrentUserID(myData.ID); if (!activeUser && (type == Input.InteractionType.Path || type == Input.InteractionType.FinalizePath)) { Debug.Log("No pathing when not your turn"); return; } if (tile == Tile.SelectLock && type == Input.InteractionType.Path) { return; } if (tile == Tile.HoverTile && (type == Input.InteractionType.Inspect || type == Input.InteractionType.Path)) { return; } tile.InteractWith(type); }
private void HandleNewTileInspection(Tile tile, Input.InteractionType type) { if (!(type == Input.InteractionType.Select || type == Input.InteractionType.Inspect)) { return; } int actives = 0; int busies = 0; int building = 0; var units = Military.AllUnits(tile, Game.activeUserID, unitType); Debug.Log(string.Format("Summing up units of type {0} for player {1} ({2})", unitType, Game.activeUserID, units.Count)); while (units.Count > 0) { var unit = units.Dequeue(); if (unit.underConstruction) { building += unit.count; } else if (unit.available) { actives += unit.count; } else { busies += unit.count; } } UpdateText(actives, busies, building); }