예제 #1
0
        protected override void Enter()
        {
            PerformingActionStateData performingActionStateData = data as PerformingActionStateData;

            m_Action           = performingActionStateData.action;
            m_Source           = performingActionStateData.source;
            m_TargetCoordinate = performingActionStateData.targetCoordinate;
            m_Target           = performingActionStateData.target;

            if (m_TargetCoordinate != null)
            {
                PerformAction();
            }
            else if (m_Action is ISelectableTargetAction)
            {
                Coordinate currentCoordinate = mapController.GetPositionOfEntity(m_Source.Id);
                m_Paths = ShowPaths(currentCoordinate, m_Action);

                foreach (Coordinate coord in m_Paths.Keys)
                {
                    mapController.GetMapTileAtCoordinate(coord).isHighlighted = true;
                }
            }
        }
예제 #2
0
        public override void HandleInput(InputEvent inputEvent)
        {
            if (inputEvent is MapTileClickedInput)
            {
                MapTileClickedInput mapTileClickedInput = inputEvent as MapTileClickedInput;
                MoveAction          moveAction          = m_CurrentlySelectedEntity.GetAction <MoveAction>();

                if (m_Paths.ContainsKey(mapTileClickedInput.coordinate) && moveAction.CanExecute(player, m_CurrentlySelectedEntity, mapTileClickedInput.coordinate, null))
                {
                    PerformingActionStateData stateData = ScriptableObject.CreateInstance <PerformingActionStateData>();
                    stateData.action           = moveAction;
                    stateData.source           = m_CurrentlySelectedEntity;
                    stateData.targetCoordinate = mapTileClickedInput.coordinate;

                    dispatcher.Dispatch <PerformingActionState>(stateData);
                }
                else if (mapTileClickedInput.mapTile.entities.Count > 0 && player.GetEntity(mapTileClickedInput.mapTile.entities[0].Id) != null)
                {
                    SelectedStateData selectedStateData = ScriptableObject.CreateInstance <SelectedStateData>();
                    selectedStateData.coordinate = mapTileClickedInput.coordinate;

                    dispatcher.Dispatch <SelectedState>(selectedStateData);
                }
                else
                {
                    dispatcher.Dispatch <IdleState>();
                }
            }

            if (inputEvent is CycleSelectionInput)
            {
                int    currentIndex    = player.entities.FindIndex(entity => entity.Id == CurrentlySelectedEntity.Id);
                Entity availableEntity = player.entities
                                         .GetRange(currentIndex + 1, player.entities.Count - currentIndex - 1)
                                         .Find(entity => entity.ActionPoints > 0);

                if (availableEntity != null)
                {
                    Coordinate        coordinate        = mapController.GetPositionOfEntity(availableEntity.Id);
                    SelectedStateData selectedStateData = ScriptableObject.CreateInstance <SelectedStateData>();
                    selectedStateData.coordinate = coordinate;

                    dispatcher.Dispatch <SelectedState>(selectedStateData);
                }
                else
                {
                    dispatcher.Dispatch <IdleState>();
                }
            }

            if (inputEvent is ActionButtonClickedInput)
            {
                ActionButtonClickedInput  actionButtonClickedInput = inputEvent as ActionButtonClickedInput;
                PerformingActionStateData stateData = ScriptableObject.CreateInstance <PerformingActionStateData>();
                stateData.action = m_CurrentlySelectedEntity.GetAction(actionButtonClickedInput.actionType);
                stateData.source = m_CurrentlySelectedEntity;
                stateData.target = actionButtonClickedInput.target;

                dispatcher.Dispatch <PerformingActionState>(stateData);
            }
        }