Exemplo n.º 1
0
        public void Awake()
        {
            Instance = this;

            localTeamID = Random.Range(int.MinValue, int.MaxValue);
            Team team = new Team(localTeamID);

            AddTeam(team);
            photonView.RPC("AddTeam", RpcTarget.Others, team);

            Vector2 pos       = Random.insideUnitCircle * 10;
            Ship    localShip = InstantiateEmptyShip(pos, Quaternion.identity);

            localShip.teamID = localTeamID;
            localShip.SetTileNetwork(Vector2Int.zero, 0, localShip.centerTileType);
            FindObjectOfType <Controller>().SelectShip(localShip);
        }
Exemplo n.º 2
0
        void Update()
        {
            if (tileSelectionGroup.currentlySelected != selectedTileIndex)
            {
                SelectTile(tileSelectionGroup.currentlySelected);
            }
            if (selectedTileIndex == -1 || EventSystem.current.IsPointerOverGameObject())
            {
                ghost.gameObject.SetActive(false);
            }
            else
            {
                // Need to rewrite to use input.getbuttondown
                if (!hasRotated && Mathf.Abs(Input.GetAxis("Rotate")) > 0)
                {
                    hasRotated = true;
                    rotation   = (rotation + 90 * Mathf.Sign(Input.GetAxis("Rotate"))) % 360;
                }
                else if (Input.GetAxis("Rotate") == 0)
                {
                    hasRotated = false;
                }

                ghost.gameObject.SetActive(true);
                Vector2    cursorPos     = Camera.main.ScreenToWorldPoint(Input.mousePosition);
                bool       tileEmpty     = true;
                bool       tileSupported = false;
                Ship       attachedShip  = null;
                Tile       underCursor   = null;
                Vector2Int tilePos       = Vector2Int.zero;

                // Determine if tile is support and empty
                foreach (Ship ship in GameManager.Instance.ships)
                {
                    tilePos = ship.WorldToTilePos(cursorPos);
                    if (ship.TryGetTile(tilePos, out Tile tile))
                    {
                        attachedShip = ship;
                        underCursor  = tile;
                        tileEmpty    = false;
                        break;
                    }
                    else
                    {
                        if (ship.TileExists(tilePos - Vector2Int.left) ||
                            ship.TileExists(tilePos - Vector2Int.up) ||
                            ship.TileExists(tilePos - Vector2Int.right) ||
                            ship.TileExists(tilePos - Vector2Int.down))
                        {
                            attachedShip  = ship;
                            tileSupported = true;
                            break;
                        }
                    }
                }

                // Set position of ghost and check for partial overlap
                if (!tileSupported && underCursor == null)
                {
                    ghost.transform.position = cursorPos;
                    ghost.transform.up       = Vector2.up;
                    if (selectedTile.canRotate)
                    {
                        ghost.transform.eulerAngles += new Vector3(0, 0, rotation);
                    }
                }
                else if (underCursor != null)
                {
                    ghost.transform.position = underCursor.transform.position;
                    ghost.transform.up       = underCursor.transform.up;
                }
                else
                {
                    ghost.transform.position = attachedShip.transform.TransformPoint((Vector2)tilePos);
                    ghost.transform.up       = attachedShip.transform.up;
                    if (selectedTile.canRotate)
                    {
                        ghost.transform.eulerAngles += new Vector3(0, 0, rotation);
                    }
                    Collider2D[] overlapping = Physics2D.OverlapBoxAll(ghost.transform.position, Vector2.one * 0.95f, ghost.transform.eulerAngles.z);
                    foreach (Collider2D col in overlapping)
                    {
                        if (col.TryGetComponent <Tile>(out _) || (selectedTileIsSolid && !col.isTrigger))
                        {
                            tileEmpty = false;
                            break;
                        }
                    }
                }

                // Set color and sprite of ghost
                if (underCursor != null)
                {
                    ghost.sprite         = deleteSprite;
                    ghost.material.color = deleteColor;
                }
                else
                {
                    ghost.sprite         = selectedTileSprite;
                    ghost.material.color = (tileSupported && tileEmpty && attachedShip == selectedShip) ? ghostValidColor : ghostInvalidColor;
                }

                // Check for create/delete
                if (tileEmpty && tileSupported && attachedShip == selectedShip && Input.GetButtonDown("Fire1"))
                {
                    attachedShip.SetTileNetwork(tilePos, selectedTile.canRotate ? rotation : 0, selectedTileIndex);
                }
                else if (underCursor != null && attachedShip == selectedShip && Input.GetButtonDown("Fire2"))
                {
                    attachedShip.DestroyTileNetwork(tilePos, true);
                }
            }
        }