protected virtual void OnMouseWheel(MouseInputState state) { if (!SimulateMouseWheel.Value) { return; } Browser.SimulateMouseWheel(state.mouseX, state.mouseY, state.wheelDeltaX, state.wheelDeltaY); }
protected virtual void OnMouseMove(MouseInputState state) { if (!SimulateMouseMove.Value) { return; } Browser.SimulateMouseMove(state.mouseX, state.mouseY); }
protected virtual void OnMouseUp(MouseInputState state) { if (!SimulateMouseUp.Value) { return; } if (state.PressedButton.HasFlag(MouseInputState.MouseButtonType.LEFT)) { Browser.SimulateMouseUp(state.mouseX, state.mouseY, false); } else if (state.PressedButton.HasFlag(MouseInputState.MouseButtonType.RIGHT)) { Browser.SimulateMouseUp(state.mouseX, state.mouseY, true); } }
public void SetMouseInputState(MouseInputState newState) { mouseInputState = newState; switch (mouseInputState) { case MouseInputState.Idle: CallAction(OnInputIdle); break; case MouseInputState.PlaceTower: CallAction(OnInputPlaceTower); break; case MouseInputState.DragResource: CallAction(OnInputDragResource); break; } }
//Initializes the game for each level. void InitGame() { //SceneManager.LoadScene("menu"); vertExtent = Camera.main.orthographicSize; horzExtent = vertExtent * Screen.width / Screen.height; // set player status variables playerStatus.maxHp = 100f; playerStatus.currentHp = 100f; playerStatus.maxChargeBarValue = 1000f; playerStatus.currentChargeBarValue = 0f; playerStatus.chargeCoolDownDuration = 3f; playerStatus.chargeBarIncreaseRate = 5f; playerStatus.chargeBarDecreaseRate = 10f; playerStatus.shootCoolDownDuration = 0.2f; playerStatus.invincibleDuration = 2f; playerStatus.currentAttackType = PlayerAttackType.Shoot; // set weapon status variables weaponStatus.bulletDamage = 10f; weaponStatus.bulletSpeed = 15f; weaponStatus.swordDamage = 10f; weaponStatus.swordRepelForce = 10f; weaponStatus.chargeBulletDamage = 50f; weaponStatus.chargeBulletSpeed = 10f; weaponStatus.chargeSwordDamage = 100f; weaponStatus.chargeSwordSpeed = 3f; mouseInputStatus = MouseInputState.Attack; gameState = GameState.Tutorial; playerLevelManager = new PlayerLevelManager(); playerLevelManager.SetVitalityToLevel(1); playerLevelManager.SetSkillToLevel(1); playerLevelManager.SetStrengthToLevel(1); coin = 1000; wave = 1; SetCoinText(coin); SetWaveText(wave); SetPlayerLevelText(playerLevelManager.playerLevel); }
// Use this for initialization void Start() { gameOver = false; mouseInputState = MouseInputState.Idle; }