Exemplo n.º 1
0
        public void Update()
        {
            if (_aim.activeInHierarchy == false)
            {
                Position playerPosition      = _context.GetPlayerEntity().position.Position;
                Vector3  playerWorldPosition = _unityGridInfoProvider.GetCellCenterWorld(playerPosition);
                _aim.transform.position = playerWorldPosition;
            }

            _aim.SetActive(true);

            bool noKeyIsPressed = !Input.anyKeyDown;

            if (noKeyIsPressed)
            {
                return;
            }


            _uiFacade.UiElementSelector.Deselect();
            Position direction = ReadDirection();

            if (direction == Position.Zero)
            {
                SwitchBackToDecisionMaking();
                return;
            }

            PlayerDecisionComponent decision = _context.playerDecision;

            _context.ReplacePlayerDecision(decision.Decision, direction, decision.Position);

            SwitchBackToDecisionMaking();
        }
Exemplo n.º 2
0
        private void OnEnable()
        {
            PlayerDecisionComponent decision = _context.playerDecision;
            Position playerPosition          = _context.GetPlayerEntity().position.Position;

            _context.ReplacePlayerDecision(decision.Decision, Position.Zero, playerPosition);
        }
Exemplo n.º 3
0
        public void Update()
        {
            Position playerPosition = _context.GetPlayerEntity().position.Position;

            if (_aim.activeInHierarchy == false)
            {
                Vector3 playerWorldPosition = _unityGridInfoProvider.GetCellCenterWorld(playerPosition);
                _aim.transform.position = playerWorldPosition;
            }

            _aim.SetActive(true);

            bool noKeyIsPressed = !Input.anyKey && !Input.anyKeyDown;            //osnowatodo && _contextManager.Current.SimulatedKeyDown == KeyCode.None;

            if (noKeyIsPressed)
            {
                _inputWithRepeating.ResetTime();
                return;
            }

            _uiFacade.UiElementSelector.Deselect();
            Position direction = ReadDirection();

            if (direction == Position.MinValue)             // escape
            {
                SwitchBackToDecisionMaking();
                return;
            }

            if (direction == Position.Zero)
            {
                // SwitchBackToDecisionMaking();
                return;
            }

            PlayerDecisionComponent decision = _context.playerDecision;
            Position newMarkerPosition       = decision.Position + direction;

            _context.ReplacePlayerDecision(decision.Decision, direction, newMarkerPosition);
            PresentSelectionPath(playerPosition, newMarkerPosition);

            // SwitchBackToDecisionMaking();
        }