Exemplo n.º 1
0
 private void UnHoverEntity()
 {
     if (hoveredEntiy != null)
     {
         hoveredEntiy.UnHover();
         onUnHover(hoveredEntiy);
     }
     hoveredEntiy = null;
 }
Exemplo n.º 2
0
 public Action <SelectAbleEntity> onUnHover;//UI 和模型都需要订阅这个事件 hover只是头顶和模型底部   select 是头顶+模型底部+右侧UI,可同时存在
 //三国类型的hover其实没啥用,slect才有用
 private void HoverEntity(SelectAbleEntity entity)
 {
     if (hoveredEntiy != entity) //hover需要判断,点击不需要判断。重复点击,重复出发音效
     {
         UnHoverEntity();        //先取消之前的hover
         hoveredEntiy = entity;
         entity.Hover();
         onHover(entity);
     }
 }
Exemplo n.º 3
0
 private void OnTriggerExit(Collider other)
 {
     if (other.transform.tag == "InterAction")
     {
         Transform        parentTrans = other.transform.parent;
         SelectAbleEntity entity      = parentTrans.GetComponent <SelectAbleEntity>();
         if (entity.selectType == ESelectType.Building)
         {
             if (list_InterBuilding.Contains(entity as Building))
             {
                 list_InterBuilding.Remove(entity as Building);
             }
         }
         else
         {
             if (list_Intertroop.Contains(entity as Troop))
             {
                 list_Intertroop.Remove(entity as Troop);
             }
         }
     }
 }
Exemplo n.º 4
0
 //右键点击一个
 private void TroopActionOnEntity(SelectAbleEntity entity)
 {
     //Debug.Log("Troop Action on Entity");
     foreach (Troop troop in selectedTroopList)
     {
         if (troop != null)
         {
             if (entity.selectType == ESelectType.Troop)
             {
                 Troop targetTroop = entity as Troop;
                 if (targetTroop.CanBeAttack)
                 {
                     troop.CommadAttackTroop(targetTroop);
                 }
                 else
                 {
                     troop.CommandFollowTroop(targetTroop);
                 }
             }
             else if (entity.selectType == ESelectType.Building)
             {
                 Building targetBuilding = entity as Building;
                 if (targetBuilding.CanBeAttack)
                 {
                     troop.CommandAttackBuilding(targetBuilding);
                 }
                 else if (targetBuilding.CanTroopMoveInto)
                 {
                     troop.CommandMoveInToBuilding(targetBuilding);
                 }
                 else
                 {
                     troop.CommandMoveToPoint(targetBuilding.transform.position);
                 }
             }
         }
     }
 }
Exemplo n.º 5
0
 private void OnTriggerEnter(Collider other)
 {
     //  Debug.Log(other.gameObject + "ontigerStay");
     if (other.transform.tag == "InterAction")
     {
         Transform        parentTrans = other.transform.parent;
         SelectAbleEntity entity      = parentTrans.GetComponent <SelectAbleEntity>();
         if (entity.selectType == ESelectType.Building)
         {
             if (!list_InterBuilding.Contains(entity as Building))
             {
                 list_InterBuilding.Add(entity as Building);
             }
         }
         else
         {
             if (!list_Intertroop.Contains(entity as Troop))
             {
                 list_Intertroop.Add(entity as Troop);
             }
         }
     }
 }
Exemplo n.º 6
0
 private void OnUnHover(SelectAbleEntity entity)
 {
 }
Exemplo n.º 7
0
        void Update()
        {
            //If the game is not running
            if (GameMgr.Instacne.state != EGameState.Running || !canSelection)
            {
                return;
            }

            if (!EventSystem.current.IsPointerOverGameObject()) //没有在UI物体上
            {
                // 点击事件--而且只针对ButtonDown
                RayCheck = Camera.main.ScreenPointToRay(Input.mousePosition);
                // Debug.DrawRay(RayCheck.origin, RayCheck.direction);
                if (Physics.Raycast(RayCheck, out Hit, Mathf.Infinity, RaycastLayerMask.value))
                {
                    Debug.DrawRay(RayCheck.origin, RayCheck.direction * 2000, Color.red);
                    //Debug.Log(Hit.transform.name+ "sssssssssss");
                    SelectAbleEntity HitObj = null;
                    if (Hit.transform.parent)
                    {
                        HitObj = Hit.transform.parent.GetComponent <SelectAbleEntity>();
                    }
                    if (HitObj == null)
                    {
                        HitObj = Hit.transform.GetComponent <SelectAbleEntity>();
                    }
                    //选择碰撞体
                    if (Input.GetMouseButtonDown(1))//右键Action
                    {
                        moveToObject.position = Hit.point;
                        if (HitObj != null && selectedTroopList.Count > 0) //右键点击中某个对象  执行Action
                        {
                            TroopActionOnEntity(HitObj);
                        }
                        else //啥也没点击中移动
                        {
                            if (selectedTroopList.Count > 0)  //Troop 和Building 不会共存,就算共存也是Toop优先
                            {
                                TroopActionOnPoint(Hit.point);
                            }
                            else if (selectedBuilding != null)
                            {
                                BuildingActionOnPoint(Hit.point);
                            }
                        }
                    }
                    else if (Input.GetMouseButtonDown(0)) //左键点击  只有点击下的那一瞬间会出发  ButtonUp不会触发   SelectionBox是针对ButtonUp
                    {
                        Debug.Log(Hit.transform.name + "sssssssssss" + "  " + HitObj);
                        if (HitObj != null)
                        {
                            if (HitObj.selectType == ESelectType.Building)
                            {
                                SelectBuilding(HitObj as Building);
                            }
                            else
                            {
                                Debug.Log(Hit.transform.name + "sssssssssss");
                                SelectTroop(HitObj as Troop);
                            }
                        }
                        else //一个都没选中,取消选择
                        {
                            UnSelecteAllEntity();
                        }
                    }
                    else if (!showSelectionBox)
                    {                       //
                        if (HitObj != null) // Hover 没有出现框选才可以hover
                        {
                            HoverEntity(HitObj);
                        }
                        else
                        {
                            UnHoverEntity();
                        }
                    }
                }
            }
            else
            {
                //如果要使用这个判断,那就不能存在全屏 UI矩阵
                //Debug.Log("SSSSSSSSSSS"+EventSystem.current.IsPointerOverGameObject() + Input.mousePosition.ToString());
            }
            if (true)
            {
                return;
            }

            //Selection Box: ************************
            if (Input.GetMouseButton(0))
            {
                if (hasCreatedSelectionBox == false) //这个不代表显示,按下一瞬间这个hasCreatedSelectionBox=true,这个是显示FirstMousePos,而且只要ButtonUp 这个就会变成false
                {
                    FirstMousePos          = Input.mousePosition;
                    hasCreatedSelectionBox = true;
                }
                //Check if the box size is above the minimal size.
                if (Vector3.Distance(FirstMousePos, Input.mousePosition) > MinBoxSize)
                {
                    showSelectionBox = true;
                    UnHoverEntity(); //出现框选要取消hover事件
                    //Activate the selection box object if it's not activated.
                    if (SelectionBox.gameObject.activeSelf == false)
                    {
                        SelectionBox.gameObject.SetActive(true);
                    }
                    LastMousePos = Input.mousePosition; //Always save the last mouse position.

                    //Calculate the box's size in the canvas:
                    Vector3 CurrentMousePosUI = Input.mousePosition - Canvas.localPosition;
                    Vector3 FirstMousePosUI   = FirstMousePos - Canvas.localPosition;

                    //Set the selection box size in the canvas.
                    SelectionBox.GetComponent <RectTransform>().sizeDelta = new Vector2(Mathf.Abs(CurrentMousePosUI.x - FirstMousePosUI.x), Mathf.Abs(CurrentMousePosUI.y - FirstMousePosUI.y));

                    Vector3 Center = (FirstMousePos + Input.mousePosition) / 2 - Canvas.localPosition; //Calculate the center of the selection box.
                    SelectionBox.GetComponent <RectTransform>().localPosition = Center;                //Set the selection position.
                }
            }
            if (Input.GetMouseButtonUp(0) && showSelectionBox == true) //上面只是画图,和选择无关
            {
                hasCreatedSelectionBox = false;
                showSelectionBox       = false;
                SelectionBox.gameObject.SetActive(false);
                //这里我们逆向思维,不使用碰撞检测
                List <Troop> tempTroopList = new List <Troop>();
                foreach (KeyValuePair <int, Troop> pair in EntityMgr.Instacne.dic_Troop)
                {
                    Vector3 wordPos   = pair.Value.rectSelectedPoint.position;
                    Vector3 screenPos = Camera.main.WorldToScreenPoint(wordPos);
                    if ((screenPos.x > FirstMousePos.x && screenPos.x < LastMousePos.x) || (screenPos.x < FirstMousePos.x && screenPos.x > LastMousePos.x))
                    {
                        if ((screenPos.y > FirstMousePos.y && screenPos.y < LastMousePos.y) || (screenPos.y < FirstMousePos.y && screenPos.y > LastMousePos.y))
                        {
                            tempTroopList.Add(pair.Value);
                        }
                    }
                }
                if (tempTroopList.Count > 0)
                {
                    UnSelecteAllEntity();

                    SelectTroopList(tempTroopList);
                }
            }
        }