Exemplo n.º 1
0
    void OnMouseUp()
    {
        if (CurrentSlot)
        {
            if (LastPlacedSlot && LastPlacedSlot != CurrentSlot)
            {
//				LastPlacedSlot.PastProperty = null;
            }
            LastPlacedSlot     = CurrentSlot;
            transform.position = CurrentSlot.transform.position;
            if (CurrentSlot != LastPlacedSlot)
            {
                // otherwise the last one won't stay....
            }
            //
            if (CurrentSlot.PastProperty != PlantProperty)
            {
                TimeToPlant = 1;
            }
        }
        else
        {
            transform.position = StartingPosition;
        }
    }
Exemplo n.º 2
0
    void CheckForSlotHighlights()
    {
        bool foundSlot = false;

        foreach (SlotResponder slot in Slots)
        {
//			Debug.Log ("Checking Slots...");
            if (ShouldHighlightSlot(slot))
            {
//				Debug.Log ("Should Highlight Slot");
                slot.HighlightForHovering();
                CurrentSlot = slot;
                foundSlot   = true;
            }
            else
            {
                slot.ResetToStandardMaterial();
            }
        }

        if (!foundSlot)
        {
            CurrentSlot = null;
        }
    }
Exemplo n.º 3
0
    void FindAllSlots()
    {
        GameObject[] SlotObjects = GameObject.FindGameObjectsWithTag("Slot");
        foreach (GameObject Slot in SlotObjects)
        {
            SlotResponder res = Slot.GetComponent <SlotResponder> ();
            if (res)
            {
                Slots.Add(res);
//				Debug.Log ("Found Slot");
            }
        }
    }
Exemplo n.º 4
0
    bool ShouldHighlightSlot(SlotResponder Slot)
    {
        float offset = 0.5f;
        float xMin   = Slot.transform.position.x - offset;
        float xMax   = Slot.transform.position.x + offset;
        float zMin   = Slot.transform.position.z - offset;
        float zMax   = Slot.transform.position.z + offset;

        float plantX = transform.position.x;
        float plantZ = transform.position.z;

        if (plantX > xMin && plantX < xMax && plantZ > zMin && plantZ < zMax)
        {
            return(true);
        }
        else
        {
            return(false);
        }
    }