Exemplo n.º 1
0
        public void Update(MouseState newcurrent, MouseState newprevious, ref double ClickTimer, KeyboardState keyPress,
            ref Dictionary<Keys, List<GameObject>> groupedUnits, ref List<GameObject> units, ref List<GameObject> aunits,
            ref LoadManager loadManager, ref ProjectileManager projMan, ContentManager theContent, ref int playerResources, bool dbuildPhase)

        {
           
            Rectangle holder = mouseRec;
            mouseRec = new Rectangle(newcurrent.X, newcurrent.Y, 2, 2);
            if (!loaded)
            {
                loadMouseOvers(theContent);
                loaded = true;
            }
            mouseOver();
            mouseRec = holder;
            bool singleClick = false;
            current = newcurrent;
            previous = newprevious;
            buildPhase = dbuildPhase;
            if (keyPress.IsKeyDown(Keys.S)&&current.LeftButton==ButtonState.Pressed&&previous.LeftButton==ButtonState.Released)
            {
                 int x = Convert.ToInt32(current.X);
                 int y = Convert.ToInt32(current.Y);
                Vector2 mousePosition = new Vector2(x,y);
                ClickBox temp = new ClickBox(mousePosition);
                //temp.LoadContent(theContent);
                foreach (GameObject unit in units)
                {
                    if (unit.selected&&unit.GetType()==typeof(Tower))
                    {
                        if (!((Tower)unit).placed)
                        {
                            ((Tower)unit).placed = true;
                            unit.position = mousePosition;
                        }
                    }
                }
            }
            // Select units after releasing mouse and clear rectangle:
            if (current.LeftButton == ButtonState.Released
                && previous.LeftButton == ButtonState.Pressed
                )
            {

                for (int i = 0; i < units.Count; i++)
                {
                    if (!selectSimilar)
                        units[i].selected = false;
                    if (units[i].Bounds.Intersects(mouseRec))
                    {
                        units[i].selected = true;
                    }

                }

                mouseRec = Rectangle.Empty;
            }

            if (current.LeftButton == ButtonState.Pressed && previous.LeftButton == ButtonState.Released && prevclick)
            {
                if (ClickTimer < TimerDelay)
                {
                    selectSimilar = true;
                }
                else
                {
                    ClickTimer = 0;
                    selectSimilar = false;
                }
            }

            // Select with a single mouse click:
            if (current.LeftButton == ButtonState.Pressed
                && previous.LeftButton == ButtonState.Released
                )
            {
                mouseRec = new Rectangle((int)current.X, (int)current.Y, 0, 0);
                mouseRecOrigin = new Vector2(current.X, current.Y);
                GameObject selectedUnit = null;

                for (int i = 0; i < units.Count; i++)
                {
                    units[i].selected = false;
                    if (units[i].isSelectable(current) == true)
                    {
                        units[i].selected = true;
                        selectedUnit = units[i];
                        InfoCard.info(units[i]);
                        break;
                    }
                }

                if (selectSimilar && selectedUnit != null)
                {
                    for (int i = 0; i < units.Count; i++)
                    {
                        if (units[i].GetType() == selectedUnit.GetType())
                        {
                            units[i].selected = true;
                        }
                    }
                }

                singleClick = true;
                prevclick = true;
            }


            // Move selected units or attack:
            if (current.RightButton == ButtonState.Pressed
                && previous.RightButton == ButtonState.Released
                )
            {

                Vector2 testvec = new Vector2(current.X, current.Y);
                GameObject selectedTarget = null;

                for (int i = 0; i < aunits.Count; i++)
                {
                    if (aunits[i].isLoaded) {
                        if (aunits[i].isSelectable(current))
                            {
                                selectedTarget = aunits[i];
                                break;
                            }
                    }
                    
                }

                for (int i = 0; i < units.Count; i++)
                {
                    if (units[i].selected == true)
                    {
                        units[i].aiTarget = selectedTarget;
                    }
                }
                MovementManager.changeDestination(units, testvec);

            }

            if (keyPress.GetPressedKeys().Length > 0 && IsKeyADigit(keyPress.GetPressedKeys()[0]))
            {
                Keys pressedKey = keyPress.GetPressedKeys()[0];
                if (previousKeyboard.IsKeyDown(Keys.LeftControl) && keyPress.IsKeyDown(pressedKey))
                {
                    List<GameObject> groupList = new List<GameObject>();

                    foreach (GameObject gobj in units)
                    {
                        if (gobj.selected)
                        {
                            groupList.Add(gobj);
                        }
                    }

                    if (groupList.Count > 0)
                    {
                        if (!groupedUnits.ContainsKey(pressedKey))
                            groupedUnits.Add(pressedKey, groupList);
                        else
                            groupedUnits[pressedKey] = groupList;
                    }
                }

            
                if (!previousKeyboard.IsKeyDown(pressedKey) && keyPress.IsKeyDown(pressedKey))
                {
                    if (groupedUnits.ContainsKey(pressedKey))
                    {
                        deselect(ref groupedUnits, pressedKey);
                        List<GameObject> groupList = groupedUnits[pressedKey];
                        foreach (GameObject gobj in groupList)
                            gobj.selected = true;
                    }

                }
            }

            if (!previousKeyboard.IsKeyDown(Keys.Delete) && keyPress.IsKeyDown(Keys.Delete) && units.Count > 0)
            {
                if (dbuildPhase) // complete refund
                {
                    int refund = getCost(units[units.Count - 1]);
                    playerResources += refund;
                }
                if (units.Count == 1)
                {
                    if (units[0].GetType() == typeof(Warrior))
                    {
                        if (((Warrior)(units[0])).moveSpeed == 7)
                        {
                            return;
                        }
                    }
                }
                units.RemoveAt(units.Count - 1);
                offset -= 50;
                if (offset < 0 && default_player_y > 608)
                {
                    offset = 300;
                    default_player_y -= 32;
                }

                // what to do when not in build phase? partial refund? currently can't undo build in play phase
                
            }

            if (!previousKeyboard.IsKeyDown(Keys.Back) && keyPress.IsKeyDown(Keys.Back))
            {
                foreach (GameObject gobj in units)
                {
                    if (gobj.selected)
                    {
                        if (gobj.GetType() == typeof(Warrior))
                        {
                            if (((Warrior)(gobj)).moveSpeed == 7)
                                return;
                        }
                        int refund = getCost(gobj);
                        playerResources += refund;
                    }
                }
                units.RemoveAll(gobj => gobj.selected);
            }

            
            Rectangle rect;
            //  Purchase Archer
            gui.buttonCols.TryGetValue("ARCHER", out rect);
            if (!previousKeyboard.IsKeyDown(Keys.Z) && keyPress.IsKeyDown(Keys.Z)||(buttonClick(rect)&&singleClick))
            {
                if (playerResources >= Archer.cost)
                {
                    modelManager.addUnit("PLAYER", "ARCHER", placementUtil());
                    playerResources-=Archer.cost;
                }
            }

            //  Purchase tower
            gui.buttonCols.TryGetValue("TOWER", out rect);
            if (!previousKeyboard.IsKeyDown(Keys.X) && keyPress.IsKeyDown(Keys.X) || (buttonClick(rect)&&singleClick))
            {
                if (playerResources >= Tower.cost)
                {
                    modelManager.addUnit("PLAYER", "TOWER", placementUtil());
                    playerResources -=Tower.cost;
                }
            }

            //  Purchase warrior
            gui.buttonCols.TryGetValue("WARRIOR", out rect);
            if (!previousKeyboard.IsKeyDown(Keys.C) && keyPress.IsKeyDown(Keys.C) || (buttonClick(rect)&&singleClick))
            {
                if (playerResources >= Warrior.cost)
                {
                    modelManager.addUnit("PLAYER", "WARRIOR", placementUtil());
                    playerResources -=Warrior.cost;
                }
            }

            //  Spawn Pawn For Free!!!! Yay
            gui.buttonCols.TryGetValue("PAWN", out rect);
            if (!previousKeyboard.IsKeyDown(Keys.V) && keyPress.IsKeyDown(Keys.V) || (buttonClick(rect)&&singleClick))
            {
                if (playerResources >= Pawn.cost)
                {
                    modelManager.addUnit("PLAYER", "PAWN", placementUtil());
                    playerResources -=Pawn.cost;
                }
            }

            //  Spawn Apprentice For Free!!!! Yay
            gui.buttonCols.TryGetValue("APPRENTICE", out rect);
            if (!previousKeyboard.IsKeyDown(Keys.B) && keyPress.IsKeyDown(Keys.B) || (buttonClick(rect)&&singleClick))
            {
                if (playerResources >= Apprentice.cost)
                {
                    modelManager.addUnit("PLAYER", "APPRENTICE", placementUtil());
                    playerResources -=Apprentice.cost;
                }
            }

            //  Spawn Commander For Free!!!! Yay
            gui.buttonCols.TryGetValue("COMMANDER", out rect);
            if (!previousKeyboard.IsKeyDown(Keys.N) && keyPress.IsKeyDown(Keys.N) || (buttonClick(rect)&&singleClick))
            {
                if (playerResources >= Commander.cost)
                {
                    modelManager.addUnit("PLAYER", "COMMANDER", placementUtil());
                    playerResources -= Commander.cost;
                }
            }

            //  Spawn Catapult For Free!!!! Yay
            gui.buttonCols.TryGetValue("CATAPULT", out rect);
            if (!previousKeyboard.IsKeyDown(Keys.M) && keyPress.IsKeyDown(Keys.M) || (buttonClick(rect)&&singleClick))
            {
                if (playerResources >= Catapult.cost)
                {
                    modelManager.addUnit("PLAYER", "CATAPULT", placementUtil());
                    playerResources -=Catapult.cost;
                }
            }

            //  Spawn Catapult For Free!!!! Yay
            gui.buttonCols.TryGetValue("ROGUE", out rect);
            if (!previousKeyboard.IsKeyDown(Keys.J) && keyPress.IsKeyDown(Keys.J) || (buttonClick(rect)&&singleClick))
            {
                if (playerResources >= Rogue.cost)
                {
                    modelManager.addUnit("PLAYER", "ROGUE", placementUtil());
                    playerResources -= Rogue.cost;
                }
            }
            gui.buttonCols.TryGetValue("CLERIC", out rect);
            if (!previousKeyboard.IsKeyDown(Keys.K) && keyPress.IsKeyDown(Keys.K) || (buttonClick(rect)&&singleClick))
            {
                if (playerResources >= Cleric.cost)
                {
                    modelManager.addUnit("PLAYER", "CLERIC", placementUtil());
                    playerResources -= Cleric.cost;
                }
            }

            //  Skill - When F is pressed, units selected will perform skill
            foreach (GameObject unit in units)
            {
                //  Skill - Apprentice Fireball
                if (unit.selected && unit.GetType() == typeof(Apprentice) &&
                    !previousKeyboard.IsKeyDown(Keys.F) && keyPress.IsKeyDown(Keys.F))
                {
                    ((Apprentice)unit).fireball(projMan, theContent, unit, new Vector2(current.X, current.Y));
                }
                if (unit.selected && unit.GetType() == typeof(Archer) &&
                    !previousKeyboard.IsKeyDown(Keys.F) && keyPress.IsKeyDown(Keys.F))
                    ((Archer)unit).rapidFire();
                if (unit.selected && unit.GetType() == typeof(Warrior) &&
                    !previousKeyboard.IsKeyDown(Keys.F) && keyPress.IsKeyDown(Keys.F))
                    ((Warrior)unit).juggernaut();
                if (unit.selected && unit.GetType() == typeof(Rogue) &&
                    !previousKeyboard.IsKeyDown(Keys.F) && keyPress.IsKeyDown(Keys.F))
                    ((Rogue)unit).stealth();
                if (unit.selected && unit.GetType() == typeof(Commander) &&
                    !previousKeyboard.IsKeyDown(Keys.F) && keyPress.IsKeyDown(Keys.F))
                    ((Commander)unit).rally();
                if (unit.selected && unit.GetType() == typeof(Tower) &&
                    !previousKeyboard.IsKeyDown(Keys.F) && keyPress.IsKeyDown(Keys.F))
                    ((Tower)unit).entrench();
                if (unit.selected && unit.GetType() == typeof(BossUnit) &&
                    !previousKeyboard.IsKeyDown(Keys.F) && keyPress.IsKeyDown(Keys.F))
                    ((BossUnit)unit).pound();
                //  Skill - Rogue stealth

                //  SKill - etc.
            }

          

            //  Update mouse rectangle:
            if (current.LeftButton == ButtonState.Pressed
                && previous.LeftButton == ButtonState.Pressed
                )
            {
                if (current.X > mouseRecOrigin.X)
                {
                    mouseRec.Width = current.X - mouseRec.X;
                }
                else
                {
                    mouseRec.Width = (int)mouseRecOrigin.X - current.X;
                    mouseRec.X = current.X;
                }

                if (current.Y > mouseRecOrigin.Y)
                {
                    mouseRec.Height= current.Y - mouseRec.Y;
                }
                else
                {
                    mouseRec.Height = (int)mouseRecOrigin.Y - current.Y;
                    mouseRec.Y = current.Y;
                }

            }

         
            previousKeyboard = keyPress;
            //MoraleBar.resourceVal(playerResources);
        }
Exemplo n.º 2
0
        public void Update(MouseState newcurrent, MouseState newprevious, ref double ClickTimer, KeyboardState keyPress,
                           ref Dictionary <Keys, List <GameObject> > groupedUnits, ref List <GameObject> units, ref List <GameObject> aunits,
                           ref LoadManager loadManager, ref ProjectileManager projMan, ContentManager theContent, ref int playerResources, bool dbuildPhase)

        {
            Rectangle holder = mouseRec;

            mouseRec = new Rectangle(newcurrent.X, newcurrent.Y, 2, 2);
            if (!loaded)
            {
                loadMouseOvers(theContent);
                loaded = true;
            }
            mouseOver();
            mouseRec = holder;
            bool singleClick = false;

            current    = newcurrent;
            previous   = newprevious;
            buildPhase = dbuildPhase;
            if (keyPress.IsKeyDown(Keys.S) && current.LeftButton == ButtonState.Pressed && previous.LeftButton == ButtonState.Released)
            {
                int      x             = Convert.ToInt32(current.X);
                int      y             = Convert.ToInt32(current.Y);
                Vector2  mousePosition = new Vector2(x, y);
                ClickBox temp          = new ClickBox(mousePosition);
                //temp.LoadContent(theContent);
                foreach (GameObject unit in units)
                {
                    if (unit.selected && unit.GetType() == typeof(Tower))
                    {
                        if (!((Tower)unit).placed)
                        {
                            ((Tower)unit).placed = true;
                            unit.position        = mousePosition;
                        }
                    }
                }
            }
            // Select units after releasing mouse and clear rectangle:
            if (current.LeftButton == ButtonState.Released &&
                previous.LeftButton == ButtonState.Pressed
                )
            {
                for (int i = 0; i < units.Count; i++)
                {
                    if (!selectSimilar)
                    {
                        units[i].selected = false;
                    }
                    if (units[i].Bounds.Intersects(mouseRec))
                    {
                        units[i].selected = true;
                    }
                }

                mouseRec = Rectangle.Empty;
            }

            if (current.LeftButton == ButtonState.Pressed && previous.LeftButton == ButtonState.Released && prevclick)
            {
                if (ClickTimer < TimerDelay)
                {
                    selectSimilar = true;
                }
                else
                {
                    ClickTimer    = 0;
                    selectSimilar = false;
                }
            }

            // Select with a single mouse click:
            if (current.LeftButton == ButtonState.Pressed &&
                previous.LeftButton == ButtonState.Released
                )
            {
                mouseRec       = new Rectangle((int)current.X, (int)current.Y, 0, 0);
                mouseRecOrigin = new Vector2(current.X, current.Y);
                GameObject selectedUnit = null;

                for (int i = 0; i < units.Count; i++)
                {
                    units[i].selected = false;
                    if (units[i].isSelectable(current) == true)
                    {
                        units[i].selected = true;
                        selectedUnit      = units[i];
                        InfoCard.info(units[i]);
                        break;
                    }
                }

                if (selectSimilar && selectedUnit != null)
                {
                    for (int i = 0; i < units.Count; i++)
                    {
                        if (units[i].GetType() == selectedUnit.GetType())
                        {
                            units[i].selected = true;
                        }
                    }
                }

                singleClick = true;
                prevclick   = true;
            }


            // Move selected units or attack:
            if (current.RightButton == ButtonState.Pressed &&
                previous.RightButton == ButtonState.Released
                )
            {
                Vector2    testvec        = new Vector2(current.X, current.Y);
                GameObject selectedTarget = null;

                for (int i = 0; i < aunits.Count; i++)
                {
                    if (aunits[i].isLoaded)
                    {
                        if (aunits[i].isSelectable(current))
                        {
                            selectedTarget = aunits[i];
                            break;
                        }
                    }
                }

                for (int i = 0; i < units.Count; i++)
                {
                    if (units[i].selected == true)
                    {
                        units[i].aiTarget = selectedTarget;
                    }
                }
                MovementManager.changeDestination(units, testvec);
            }

            if (keyPress.GetPressedKeys().Length > 0 && IsKeyADigit(keyPress.GetPressedKeys()[0]))
            {
                Keys pressedKey = keyPress.GetPressedKeys()[0];
                if (previousKeyboard.IsKeyDown(Keys.LeftControl) && keyPress.IsKeyDown(pressedKey))
                {
                    List <GameObject> groupList = new List <GameObject>();

                    foreach (GameObject gobj in units)
                    {
                        if (gobj.selected)
                        {
                            groupList.Add(gobj);
                        }
                    }

                    if (groupList.Count > 0)
                    {
                        if (!groupedUnits.ContainsKey(pressedKey))
                        {
                            groupedUnits.Add(pressedKey, groupList);
                        }
                        else
                        {
                            groupedUnits[pressedKey] = groupList;
                        }
                    }
                }


                if (!previousKeyboard.IsKeyDown(pressedKey) && keyPress.IsKeyDown(pressedKey))
                {
                    if (groupedUnits.ContainsKey(pressedKey))
                    {
                        deselect(ref groupedUnits, pressedKey);
                        List <GameObject> groupList = groupedUnits[pressedKey];
                        foreach (GameObject gobj in groupList)
                        {
                            gobj.selected = true;
                        }
                    }
                }
            }

            if (!previousKeyboard.IsKeyDown(Keys.Delete) && keyPress.IsKeyDown(Keys.Delete) && units.Count > 0)
            {
                if (dbuildPhase) // complete refund
                {
                    int refund = getCost(units[units.Count - 1]);
                    playerResources += refund;
                }
                if (units.Count == 1)
                {
                    if (units[0].GetType() == typeof(Warrior))
                    {
                        if (((Warrior)(units[0])).moveSpeed == 7)
                        {
                            return;
                        }
                    }
                }
                units.RemoveAt(units.Count - 1);
                offset -= 50;
                if (offset < 0 && default_player_y > 608)
                {
                    offset            = 300;
                    default_player_y -= 32;
                }

                // what to do when not in build phase? partial refund? currently can't undo build in play phase
            }

            if (!previousKeyboard.IsKeyDown(Keys.Back) && keyPress.IsKeyDown(Keys.Back))
            {
                foreach (GameObject gobj in units)
                {
                    if (gobj.selected)
                    {
                        if (gobj.GetType() == typeof(Warrior))
                        {
                            if (((Warrior)(gobj)).moveSpeed == 7)
                            {
                                return;
                            }
                        }
                        int refund = getCost(gobj);
                        playerResources += refund;
                    }
                }
                units.RemoveAll(gobj => gobj.selected);
            }


            Rectangle rect;

            //  Purchase Archer
            gui.buttonCols.TryGetValue("ARCHER", out rect);
            if (!previousKeyboard.IsKeyDown(Keys.Z) && keyPress.IsKeyDown(Keys.Z) || (buttonClick(rect) && singleClick))
            {
                if (playerResources >= Archer.cost)
                {
                    modelManager.addUnit("PLAYER", "ARCHER", placementUtil());
                    playerResources -= Archer.cost;
                }
            }

            //  Purchase tower
            gui.buttonCols.TryGetValue("TOWER", out rect);
            if (!previousKeyboard.IsKeyDown(Keys.X) && keyPress.IsKeyDown(Keys.X) || (buttonClick(rect) && singleClick))
            {
                if (playerResources >= Tower.cost)
                {
                    modelManager.addUnit("PLAYER", "TOWER", placementUtil());
                    playerResources -= Tower.cost;
                }
            }

            //  Purchase warrior
            gui.buttonCols.TryGetValue("WARRIOR", out rect);
            if (!previousKeyboard.IsKeyDown(Keys.C) && keyPress.IsKeyDown(Keys.C) || (buttonClick(rect) && singleClick))
            {
                if (playerResources >= Warrior.cost)
                {
                    modelManager.addUnit("PLAYER", "WARRIOR", placementUtil());
                    playerResources -= Warrior.cost;
                }
            }

            //  Spawn Pawn For Free!!!! Yay
            gui.buttonCols.TryGetValue("PAWN", out rect);
            if (!previousKeyboard.IsKeyDown(Keys.V) && keyPress.IsKeyDown(Keys.V) || (buttonClick(rect) && singleClick))
            {
                if (playerResources >= Pawn.cost)
                {
                    modelManager.addUnit("PLAYER", "PAWN", placementUtil());
                    playerResources -= Pawn.cost;
                }
            }

            //  Spawn Apprentice For Free!!!! Yay
            gui.buttonCols.TryGetValue("APPRENTICE", out rect);
            if (!previousKeyboard.IsKeyDown(Keys.B) && keyPress.IsKeyDown(Keys.B) || (buttonClick(rect) && singleClick))
            {
                if (playerResources >= Apprentice.cost)
                {
                    modelManager.addUnit("PLAYER", "APPRENTICE", placementUtil());
                    playerResources -= Apprentice.cost;
                }
            }

            //  Spawn Commander For Free!!!! Yay
            gui.buttonCols.TryGetValue("COMMANDER", out rect);
            if (!previousKeyboard.IsKeyDown(Keys.N) && keyPress.IsKeyDown(Keys.N) || (buttonClick(rect) && singleClick))
            {
                if (playerResources >= Commander.cost)
                {
                    modelManager.addUnit("PLAYER", "COMMANDER", placementUtil());
                    playerResources -= Commander.cost;
                }
            }

            //  Spawn Catapult For Free!!!! Yay
            gui.buttonCols.TryGetValue("CATAPULT", out rect);
            if (!previousKeyboard.IsKeyDown(Keys.M) && keyPress.IsKeyDown(Keys.M) || (buttonClick(rect) && singleClick))
            {
                if (playerResources >= Catapult.cost)
                {
                    modelManager.addUnit("PLAYER", "CATAPULT", placementUtil());
                    playerResources -= Catapult.cost;
                }
            }

            //  Spawn Catapult For Free!!!! Yay
            gui.buttonCols.TryGetValue("ROGUE", out rect);
            if (!previousKeyboard.IsKeyDown(Keys.J) && keyPress.IsKeyDown(Keys.J) || (buttonClick(rect) && singleClick))
            {
                if (playerResources >= Rogue.cost)
                {
                    modelManager.addUnit("PLAYER", "ROGUE", placementUtil());
                    playerResources -= Rogue.cost;
                }
            }
            gui.buttonCols.TryGetValue("CLERIC", out rect);
            if (!previousKeyboard.IsKeyDown(Keys.K) && keyPress.IsKeyDown(Keys.K) || (buttonClick(rect) && singleClick))
            {
                if (playerResources >= Cleric.cost)
                {
                    modelManager.addUnit("PLAYER", "CLERIC", placementUtil());
                    playerResources -= Cleric.cost;
                }
            }

            //  Skill - When F is pressed, units selected will perform skill
            foreach (GameObject unit in units)
            {
                //  Skill - Apprentice Fireball
                if (unit.selected && unit.GetType() == typeof(Apprentice) &&
                    !previousKeyboard.IsKeyDown(Keys.F) && keyPress.IsKeyDown(Keys.F))
                {
                    ((Apprentice)unit).fireball(projMan, theContent, unit, new Vector2(current.X, current.Y));
                }
                if (unit.selected && unit.GetType() == typeof(Archer) &&
                    !previousKeyboard.IsKeyDown(Keys.F) && keyPress.IsKeyDown(Keys.F))
                {
                    ((Archer)unit).rapidFire();
                }
                if (unit.selected && unit.GetType() == typeof(Warrior) &&
                    !previousKeyboard.IsKeyDown(Keys.F) && keyPress.IsKeyDown(Keys.F))
                {
                    ((Warrior)unit).juggernaut();
                }
                if (unit.selected && unit.GetType() == typeof(Rogue) &&
                    !previousKeyboard.IsKeyDown(Keys.F) && keyPress.IsKeyDown(Keys.F))
                {
                    ((Rogue)unit).stealth();
                }
                if (unit.selected && unit.GetType() == typeof(Commander) &&
                    !previousKeyboard.IsKeyDown(Keys.F) && keyPress.IsKeyDown(Keys.F))
                {
                    ((Commander)unit).rally();
                }
                if (unit.selected && unit.GetType() == typeof(Tower) &&
                    !previousKeyboard.IsKeyDown(Keys.F) && keyPress.IsKeyDown(Keys.F))
                {
                    ((Tower)unit).entrench();
                }
                if (unit.selected && unit.GetType() == typeof(BossUnit) &&
                    !previousKeyboard.IsKeyDown(Keys.F) && keyPress.IsKeyDown(Keys.F))
                {
                    ((BossUnit)unit).pound();
                }
                //  Skill - Rogue stealth

                //  SKill - etc.
            }



            //  Update mouse rectangle:
            if (current.LeftButton == ButtonState.Pressed &&
                previous.LeftButton == ButtonState.Pressed
                )
            {
                if (current.X > mouseRecOrigin.X)
                {
                    mouseRec.Width = current.X - mouseRec.X;
                }
                else
                {
                    mouseRec.Width = (int)mouseRecOrigin.X - current.X;
                    mouseRec.X     = current.X;
                }

                if (current.Y > mouseRecOrigin.Y)
                {
                    mouseRec.Height = current.Y - mouseRec.Y;
                }
                else
                {
                    mouseRec.Height = (int)mouseRecOrigin.Y - current.Y;
                    mouseRec.Y      = current.Y;
                }
            }


            previousKeyboard = keyPress;
            //MoraleBar.resourceVal(playerResources);
        }