Exemplo n.º 1
0
 public void DecreaseNumberOfSoldiers(FriendlyUnitController cont)
 {
     soldiers.Remove(cont);
     casualties++;
     if (casualtiesText != null)
     {
         casualtiesText.text = "Casualties: " + casualties;
     }
 }
Exemplo n.º 2
0
    //Highlight a unit when mouse is above it
    void HighlightUnit()
    {
        //Change material on the latest unit we highlighted
        if (highlightThisUnit != null)
        {
            //But make sure the unit we want to change material on is not selected
            bool isSelected = false;
            for (int i = 0; i < selectedUnits.Count; i++)
            {
                if (selectedUnits[i] == highlightThisUnit)
                {
                    isSelected = true;
                    break;
                }
            }

            if (!isSelected)
            {
                highlightThisUnit.GetComponent <FriendlyUnitController>().ChangeMaterial(MaterialState.NormalMaterial);
            }

            highlightThisUnit = null;
        }

        //Fire a ray from the mouse position to get the unit we want to highlight
        RaycastHit hit;

        //Fire ray from camera
        if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit, 200f))
        {
            //Did we hit a friendly unit?
            if (hit.collider.gameObject.layer == friendlyLayer)
            {
                //Get the object we hit
                FriendlyUnitController currentObj = hit.collider.gameObject.GetComponent <FriendlyUnitController>();

                //Highlight this unit if it's not selected
                bool isSelected = false;
                for (int i = 0; i < selectedUnits.Count; i++)
                {
                    if (selectedUnits[i] == currentObj)
                    {
                        isSelected = true;
                        break;
                    }
                }

                if (!isSelected)
                {
                    highlightThisUnit = currentObj;

                    highlightThisUnit.ChangeMaterial(MaterialState.HighlightMaterial);
                }
            }
        }
    }
Exemplo n.º 3
0
    public void UnitAttacked(FriendlyUnitController unit, Target attacker)
    {
        List <FriendlyUnitController> soldierInNeatVicinity = new List <FriendlyUnitController>();

        for (int i = 0; i < soldiers.Count; ++i)
        {
            if ((unit.transform.position - soldiers[i].transform.position).sqrMagnitude < radiusOfCommunicationUnitToUnit)
            {
                soldierInNeatVicinity.Add(soldiers[i]);
            }
            else if ((unit.transform.position - soldiers[i].transform.position).sqrMagnitude == 0f)
            {
                soldiers[i].ChangeTarget(attacker);
            }
        }
        int num = Mathf.FloorToInt(soldierInNeatVicinity.Count / 3);

        for (int i = 0; i < num; ++i)
        {
            soldierInNeatVicinity[i].ChangeTarget(attacker);
        }
    }
Exemplo n.º 4
0
    //public Material hurtMaterial;

    protected override void Start()
    {
        unitsController = GameObject.Find("GameController").GetComponent <UnitsController>();
        controller      = GetComponent <FriendlyUnitController>();
        base.Start();
    }
Exemplo n.º 5
0
    //Select units with click or by draging the mouse
    void SelectUnits()
    {
        //Are we clicking with left mouse or holding down left mouse
        bool isClicking    = false;
        bool isHoldingDown = false;

        //Click the mouse button
        if (Input.GetMouseButtonDown(0))
        {
            clickTime = Time.time;

            //We dont yet know if we are drawing a square, but we need the first coordinate in case we do draw a square
            RaycastHit hit;
            //Fire ray from camera
            if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit, 200f, groundLayer))
            {
                //The corner position of the square
                squareStartPos = hit.point;
            }
        }
        //Release the mouse button
        if (Input.GetMouseButtonUp(0))
        {
            if (!usable)
            {
                return;
            }
            //here i need to exclude button presses

            if (Time.time - clickTime <= delay)
            {
                isClicking = true;

                Debug.Log("Screen Click");
            }

            //Select all units within the square if we have created a square
            if (hasCreatedSquare)
            {
                hasCreatedSquare = false;

                //Deactivate the square selection image
                selectionSquareTrans.gameObject.SetActive(false);

                //Clear the list with selected unit
                selectedUnits.Clear();
                //Debug.Log(" selectedUnits.Clear()");

                //Select the units
                for (int i = 0; i < allUnits.Count; i++)
                {
                    FriendlyUnitController currentUnit = allUnits[i];

                    //Is this unit within the square
                    if (IsWithinPolygon(currentUnit.transform.position))
                    {
                        currentUnit.ChangeMaterial(MaterialState.SelectedMaterial);

                        selectedUnits.Add(currentUnit);
                    }
                    //Otherwise deselect the unit if it's not in the square
                    else
                    {
                        currentUnit.ChangeMaterial(MaterialState.NormalMaterial);
                    }
                }
            }
        }
        //Holding down the mouse button
        if (Input.GetMouseButton(0))
        {
            //if (!usable)
            //return;
            if (Time.time - clickTime > delay)
            {
                isHoldingDown = true;
            }
        }

        //Select one unit with left mouse and deselect all units with left mouse by clicking on what's not a unit
        if (isClicking)
        {
            //Deselect all units
            for (int i = 0; i < selectedUnits.Count; i++)
            {
                selectedUnits[i].ChangeMaterial(MaterialState.NormalMaterial);
            }

            //Clear the list with selected units
            selectedUnits.Clear();

            //Try to select a new unit
            RaycastHit hit;
            //Fire ray from camera
            if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit, 200f))
            {
                //Did we hit a friendly unit?
                if (hit.collider.gameObject.layer == friendlyLayer)
                {
                    FriendlyUnitController activeUnit = hit.collider.gameObject.GetComponent <FriendlyUnitController>();
                    //Set this unit to selected
                    activeUnit.ChangeMaterial(MaterialState.SelectedMaterial);
                    //Add it to the list of selected units, which is now just 1 unit
                    selectedUnits.Add(activeUnit);
                }
            }
        }

        //Drag the mouse to select all units within the square
        if (isHoldingDown)
        {
            //Activate the square selection image
            if (!selectionSquareTrans.gameObject.activeInHierarchy)
            {
                selectionSquareTrans.gameObject.SetActive(true);
            }

            //Get the latest coordinate of the square
            squareEndPos = Input.mousePosition;

            //Display the selection with a GUI image
            DisplaySquare();

            //Highlight the units within the selection square, but don't select the units
            if (hasCreatedSquare)
            {
                for (int i = 0; i < allUnits.Count; i++)
                {
                    FriendlyUnitController currentUnit = allUnits[i];

                    //Is this unit within the square
                    if (IsWithinPolygon(currentUnit.transform.position))
                    {
                        currentUnit.ChangeMaterial(MaterialState.HighlightMaterial);
                    }
                    //Otherwise deactivate
                    else
                    {
                        currentUnit.ChangeMaterial(MaterialState.NormalMaterial);
                    }
                }
            }
        }
    }
Exemplo n.º 6
0
 public void IncreaseNumberOfSoldiers(FriendlyUnitController cont)
 {
     soldiers.Add(cont);
 }