public static void initStatic() { soldierPool = MainRes.soldierPool; rFloor = Stage.floor; rGunTower = Stage.gunTower; canProduceSoldier = true; }
public static AFloor create() { AFloor floor = new AFloor(); floor.connect(GameObject.Find("floor").transform); floor.initCommon(); floor.addToScene(); return(floor); }
public static void init() { UI.init(); onStage = GameObject.Find("onStage").transform; offStage = GameObject.Find("offStage").transform; offStage.gameObject.SetActive(false); border = new Area(); border.init(GameObject.Find("backGround").transform); leftBornZone = new Area(); leftBornZone.init(GameObject.Find("leftZone").transform); rightBornZone = new Area(); rightBornZone.init(GameObject.Find("rightZone").transform); middelZone = new Area(); middelZone.init(GameObject.Find("middleZone").transform); audios = GameObject.Find("audios").transform; floor = AFloor.create(); gunTower = AGunTower.create(); }
// Update is called once per frame void Update() { int layerMask = 1 << 8; // Physics RaycastHit hit; Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); // Does the ray intersect any objects excluding the player layer if (Physics.Raycast(ray, out hit, Mathf.Infinity, layerMask)) { Floor f = hit.collider.gameObject.GetComponent <Floor>(); if (f == null) { f = hit.collider.gameObject.GetComponentInParent <Floor>(); } if (f == null && _tileSelected != null) { _tileSelected.OnUnSelected(); _tileSelected = f; } else if (f != null) { if (_tileSelected != f) { if (_tileSelected != null) { _tileSelected.OnUnSelected(); } _tileSelected = f; _tileSelected.OnSelected(); } } } else { if (_tileSelected != null) { _tileSelected.OnUnSelected(); _tileSelected = null; } } if (Input.GetMouseButton(0)) { _mouseMovement.x += Mathf.Abs(Input.GetAxis("Mouse X")); _mouseMovement.y += Mathf.Abs(Input.GetAxis("Mouse Y")); } if (Input.GetMouseButtonUp(0)) { if (_mouseMovement.x < movementDetectionThreshold && _mouseMovement.y < movementDetectionThreshold) { if (_tileSelected != null) { _tileSelected.OnClick(); } } _mouseMovement = new Vector2(0f, 0f); } }
// Use this for initialization void Awake() { _tileSelected = null; }