// check tiles of building is vacant and set color of grid object public void CheckLandable() { bool IsVacant = ground.IsVacant(tilePos, tileSize); Debug.Log("CheckLandable Vacant" + IsVacant.ToString()); Color clrTemp = IsVacant ? new Color(0, 1, 0, 0.5f) : new Color(1, 0, 0, 0.5f); BEUtil.SetObjectColor(goGrid, "_TintColor", clrTemp); Landable = IsVacant; }
public void Land(bool landed, bool animate) { if (Landed == landed) { return; } if (landed && !Landable) { if (((int)tilePosOld.x == -1) && ((int)tilePosOld.y == -1)) { return; } tilePos = tilePosOld; //Debug.Log ("Land RecoverOldPos: "+TilePosOldX.ToString()+","+TilePosOldY.ToString()); ground.Move(gameObject, tilePos, tileSize); CheckLandable(); if (!Landable) { return; } } Landed = landed; ground.OccupySet(this); if (!Landed) { tilePosOld = tilePos; //Debug.Log ("Land Save OldPos: "+TilePosOldX.ToString()+","+TilePosOldY.ToString()); } else { if (!OnceLanded) { OnceLanded = true; } } CheckLandable(); goGrid.SetActive(Landed ? false : true); if (goArrowRoot != null) { goArrowRoot.SetActive(Landed ? false : true); } if (uiInfo != null) { //uiInfo.groupProgress.alpha = 0; if (animate) { if (Landed) { BETween.alpha(uiInfo.groupInfo.gameObject, 0.1f, 1.0f, 0.0f); BETween.enable(uiInfo.groupInfo.gameObject, 0.1f, true, false); } else { BETween.alpha(uiInfo.groupInfo.gameObject, 0.1f, 0.0f, 1.0f); uiInfo.groupInfo.gameObject.SetActive(true); } } else { uiInfo.groupInfo.alpha = Landed ? 0 : 1; uiInfo.groupInfo.gameObject.SetActive(Landed ? false : true); } } // if building is wall, check neighbor if (Type == 2) { CheckNeighbor(); } if (Landed && (goCenter != null)) { SceneTown.instance.Save(); BEUtil.SetObjectColor(goCenter, Color.white); BEUtil.SetObjectColor(goXInc, Color.white); BEUtil.SetObjectColor(goZInc, Color.white); } UpjustYByState(); if (!SceneTown.instance.InLoading && (BEWorkerManager.instance != null)) { BEWorkerManager.instance.OnTileInfoChanged(); } }
void Update() { // use BETime to revise times float deltaTime = BETime.deltaTime; // if building is in selected state, keep color animation if (!Landed && (goCenter != null)) { float fColor = Mathf.PingPong(Time.time * 1.5f, 1) * 0.5f + 0.5f; Color clrTemp = new Color(fColor, fColor, fColor, 1); BEUtil.SetObjectColor(goCenter, clrTemp); BEUtil.SetObjectColor(goXInc, clrTemp); BEUtil.SetObjectColor(goZInc, clrTemp); } // if building can produce resources if (Landed && !InUpgrade && (def != null) && (def.eProductionType != PayType.None)) { Production += (float)def.ProductionRate * deltaTime; // check maximum capacity if ((int)Production >= def.Capacity[(int)def.eProductionType]) { Production = def.Capacity[(int)def.eProductionType]; } // is minimum resources generated, then ser collectable flagand show dialog if (((int)Production >= 10) && !uiInfo.groupCollect.gameObject.activeInHierarchy) { Collectable = true; uiInfo.CollectIcon.sprite = TBDatabase.GetPayTypeIcon(def.eProductionType); BETween.alpha(uiInfo.groupCollect.gameObject, 0.2f, 0.0f, 1.0f); uiInfo.groupCollect.gameObject.SetActive(true); uiInfo.groupInfo.gameObject.SetActive(false); } if (Collectable) { // when production count is reach to max count, then change dialog color to red uiInfo.CollectDialog.color = (Production == def.Capacity[(int)def.eProductionType]) ? Color.red : Color.white; } } // if in upgrade if (InUpgrade) { // if upgrading proceed if (!UpgradeCompleted) { // decrease left time UpgradeTimeLeft -= deltaTime; // if upgrading done if (UpgradeTimeLeft < 0.0f) { UpgradeTimeLeft = 0.0f; UpgradeCompleted = true; // if building is selected, then update command dialog if (UICommand.Visible && (SceneTown.buildingSelected == this)) { UICommand.Show(this); } } } // update ui info uiInfo.TimeLeft.text = UpgradeCompleted ? "Completed!" : BENumber.SecToString(Mathf.CeilToInt(UpgradeTimeLeft)); uiInfo.Progress.fillAmount = (UpgradeTimeTotal - UpgradeTimeLeft) / UpgradeTimeTotal; uiInfo.groupProgress.alpha = 1; uiInfo.groupProgress.gameObject.SetActive(true); } UnitGenUpdate(deltaTime); }