public void StartTargeting() { Debug.Log("StartTargeting"); // register that we want to be told when something gets targeted GameClientController gameClient = FindObjectOfType <GameClientController>(); gameClient.TargetingCallback = SetTarget; gameClient.EnterTargetingMode(); }
private void TryDeploy(GameClientController gameClient, Ship ship, Shipyard shipyard) { Debug.Log(string.Format("Trying to deploy {0}({1}) from {2}({3})", ship.CardName, ship.CardId, shipyard.CardName, shipyard.CardId)); if (gameClient.TryDeployShip(ship, shipyard)) { Debug.Log("Deploy successful"); // remove this construction panel Destroy(transform.parent.gameObject); } }
public void SetTarget(Card card) { Debug.Log(string.Format("Trying to target {2} with {3}'s {0} {1}", Weapon.WeaponType, Weapon.Damage, card.CardName, HostShip.CardName)); Target = card; GameClientController gameClient = FindObjectOfType <GameClientController>(); if (!gameClient.TryTarget(HostShip, WeaponIndex, Target)) { ClearTarget(); } // unregister callback gameClient.TargetingCallback = null; }
public void AdvanceConstruction() { GameClientController gameClient = FindObjectOfType <GameClientController>(); Transform shipGO = transform.parent.parent; // grandparent should be the card game object - better way to do this? search up 1 level at a time? Transform shipyardGO = shipGO.parent; Ship ship = (Ship)shipGO.GetComponent <CardLink>().Card; Shipyard shipyard = (Shipyard)shipyardGO.GetComponent <CardLink>().Card; if (_constructionComplete) { TryDeploy(gameClient, ship, shipyard); } else { TryAdvance(gameClient, ship, shipyard); } }
public void OnDrop(PointerEventData eventData) { DragHandler d = eventData.pointerDrag.GetComponent <DragHandler>(); if (d != null) { CardLink cl = eventData.pointerDrag.GetComponent <CardLink>(); if (cl != null) { if (GameClientController == null) { GameClientController = FindObjectOfType <GameClientController>(); } Card card = cl.Card; Debug.Log(card.CardName + " was dropped on " + gameObject.name); if (card.CardType == CardType.SHIP && DropZoneType == DropZoneType.PLAYER_SHIPYARD) { // try to host the ship on the shipyard Shipyard shipyard = (Shipyard)GetComponent <CardLink>().Card; if (GameClientController.TryHost((Ship)card, shipyard)) { d.returnToParent = false; } } if (card.CardType == CardType.SHIPYARD && DropZoneType == DropZoneType.PLAYER_CONSTRUCTION_AREA) { if (GameClientController.TryPlayShipyard((Shipyard)card)) { d.returnToParent = false; } } if (card.CardType == CardType.OPERATION) { if (GameClientController.TryPlayOperation((Operation)card)) { d.returnToParent = false; } } } } }
public void OnDrop(PointerEventData eventData) { DragHandler d = eventData.pointerDrag.GetComponent<DragHandler>(); if (d != null) { CardLink cl = eventData.pointerDrag.GetComponent<CardLink>(); if (cl != null) { if (GameClientController == null) GameClientController = FindObjectOfType<GameClientController>(); Card card = cl.Card; Debug.Log(card.CardName + " was dropped on " + gameObject.name); if (card.CardType == CardType.SHIP && DropZoneType == DropZoneType.PLAYER_SHIPYARD) { // try to host the ship on the shipyard Shipyard shipyard = (Shipyard)GetComponent<CardLink>().Card; if (GameClientController.TryHost((Ship)card, shipyard)) { d.returnToParent = false; } } if (card.CardType == CardType.SHIPYARD && DropZoneType == DropZoneType.PLAYER_CONSTRUCTION_AREA) { if (GameClientController.TryPlayShipyard((Shipyard)card)) { d.returnToParent = false; } } if (card.CardType == CardType.OPERATION) { if (GameClientController.TryPlayOperation((Operation)card)) { d.returnToParent = false; } } } } }
private void TryAdvance(GameClientController gameClient, Ship ship, Shipyard shipyard) { Debug.Log(string.Format("Trying to advance construction of {0}({1}) on {2}({3})", ship.CardName, ship.CardId, shipyard.CardName, shipyard.CardId)); if (gameClient.TryAdvanceConstruction(ship, shipyard)) { Debug.Log("Advance successful, trying to update GUI"); // successfully advanced - decrement the amount Text constructionRemaining = (Text)transform.parent.Find("ConstructionRemaining").GetComponent(typeof(Text)); constructionRemaining.text = ship.ConstructionRemaining.ToString(); if (ship.ConstructionRemaining == 0) { _constructionComplete = true; // change button text Text button = (Text)transform.Find("AdvanceConstructionButtonText").GetComponent(typeof(Text)); button.text = "Deploy"; } } }
private void TryAdvance(GameClientController gameClient, Ship ship, Shipyard shipyard) { Debug.Log(string.Format("Trying to advance construction of {0}({1}) on {2}({3})", ship.CardName, ship.CardId, shipyard.CardName, shipyard.CardId)); if (gameClient.TryAdvanceConstruction(ship, shipyard)) { Debug.Log("Advance successful, trying to update GUI"); // successfully advanced - decrement the amount Text constructionRemaining = (Text)transform.parent.FindChild("ConstructionRemaining").GetComponent(typeof(Text)); constructionRemaining.text = ship.ConstructionRemaining.ToString(); if (ship.ConstructionRemaining == 0) { _constructionComplete = true; // change button text Text button = (Text)transform.FindChild("AdvanceConstructionButtonText").GetComponent(typeof(Text)); button.text = "Deploy"; } } }
// Update is called once per frame void Update() { transform.position = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 10)); if (Input.GetMouseButtonUp(0)) { Debug.Log("Left mouse button clicked"); GameClientController gameClient = FindObjectOfType <GameClientController>(); PointerEventData pointerData = new PointerEventData(EventSystem.current) { pointerId = -1, }; pointerData.position = Input.mousePosition; List <RaycastResult> results = new List <RaycastResult>(); EventSystem.current.RaycastAll(pointerData, results); foreach (RaycastResult result in results) { var cardLink = result.gameObject.GetComponent <CardLink>(); if (cardLink != null) { gameClient.TargetingCallback(cardLink.Card); break; } } Destroy(this.gameObject); } if (Input.GetMouseButtonUp(1)) { Debug.Log("Right mouse button clicked"); Destroy(this.gameObject); } }
private void ui_ButtonJoinServer_Click(object sender, RoutedEventArgs e) { GameClientController clientController = new GameClientController(); }