Exemplo n.º 1
0
    void StartActionAttempt(Vector2 direction)
    {
        Vector2    newTile   = new Vector2(transform.position.x + direction.x, transform.position.z + direction.y);
        Vector2    posV2     = TerrainManager.PosToV2(transform.position);
        Quaternion targetRot = Quaternion.Euler(new Vector3(0f, Mathf.Atan2(direction.x, direction.y) * Mathf.Rad2Deg, 0f));

        // test to see if body is standing on tile
        bool canAttack     = (tm.GetTileAtPosition(TerrainManager.PosToV2(transform.position)) && body.attacksLeft > 0);
        bool wantsToAttack = (isPlayer) ? tm.EnemyInRange(posV2, direction, body.weapon.info.range) : tm.PlayerInRange(posV2, direction, body.weapon.info.range);

        if (wantsToAttack && canAttack)
        {
            body.AttackInDir(targetRot, direction);
            return;
        }
        else if (wantsToAttack)
        {
            bool canMove = (isPlayer) ? tm.EnemyInRange(posV2, direction, 1) : tm.PlayerInRange(posV2, direction, 1);
            if (canMove)
            {
                EmptyAction();
                return;
            }
        }

        Vector3 targetPos = new Vector3(transform.position.x + direction.x, 0f, transform.position.z + direction.y);

        if (!tm.GetTileAtPosition(newTile))
        {
            tm.CreateBus(targetPos);

            // update location
            if (body.location != null)
            {
                body.location.PlayerExitIsland();
                body.location = null;
            }
        }
        else
        {
            float newTileHeight = tm.GetTileAtPosition(newTile).transform.position.y;

            GameObject building = tm.GetBuildingAtPosition(newTile);
            if (building != null)
            {
                Building buildingScript = building.GetComponent <Building> ();
                if (buildingScript.state != Building.BuildingState.Blueprint)
                {
                    newTileHeight += buildingScript.height;
                }
            }

            targetPos += new Vector3(0f, newTileHeight, 0f);

            // update location
            body.location = tm.tiles [newTile].island;
            if (isPlayer)
            {
                body.location.PlayerEnterIsland();
            }
        }

        body.MoveToPos(targetPos, targetRot);
    }