Пример #1
0
 void ToggleToActorMenu()
 {
     gim = GameInputMode.ActorMenu;
     //buttons
     buttons.Clear();
     CheckActorMenuButtons();
 }
Пример #2
0
        void SetupGame()
        {
            //load saved input mode ect ect ect ect
            gim = GameInputMode.ActorMenu;

            ts = GetTileset();

            guy = sheet.getCreature(0);
            guy.BecomePlayer();
            guy.LearnSkill(new Skill(SkillTrajectory.Linear, 4, 10, "skill1", 1));
            guy.LearnSkill(new Skill(SkillTrajectory.Linear, 5, 1, "skill2 lol", 1));
            guy.tsPos = new Point(2, 2);
            PositionToTile(guy);
            enemy = sheet.getCreature(1);
            enemy.LearnSkill(new Skill(SkillTrajectory.Linear, 5, 1, "skill2 lol", 1));

            actors = new List <Creature>();
            actors.Add(guy);
            actors.Add(enemy);

            actionQueue = new List <SingleAction>();

            //buttons
            buttons.Clear();
            CheckActorMenuButtons();
        }
 void Update()
 {
     if (!InCheatMode && Input.GetKeyDown(Key_CheatMode))
     {
         Debug.Log("In Cheat Mode");
         InCheatMode = !InCheatMode;
     }
     if (InCheatMode && Input.GetKeyDown(Key_TouchMapping))
     {
         Debug.Log("Map Keyboard to Touch");
         MapKeyboardToTouchUI = !MapKeyboardToTouchUI;
     }
     if (InCheatMode && Input.GetKeyDown(Key_ToggleUI))
     {
         Debug.Log("Toggle UI");
         debug_UI.SetActive(!debug_UI.activeSelf);
     }
     if (InCheatMode && Input.GetKeyDown(Key_ToggleFreeFly) && debug_freeflyScript != null)
     {
         debug_freeflyScript.enabled = !debug_freeflyScript.enabled;
         Debug.Log("Toggle Freefly: " + debug_freeflyScript.enabled);
     }
     if (InCheatMode && Input.GetKeyDown(Key_ToggleInputMode))
     {
         if (Mode == GameInputMode.Keyboard)
         {
             Mode = GameInputMode.Touch_1;
         }
         else
         {
             Mode = GameInputMode.Keyboard;
         }
         Debug.Log("Toggling InputMode to: " + Mode);
     }
     refreshInputVector();
     if (InCheatMode && MapKeyboardToTouchUI && Mode == GameInputMode.Keyboard)
     {
         if (joystick is JoystickForwardSnap fwdJoystick && debug_override_joystick_handle != null)
         {
             fwdJoystick.DebugOverrideJoystick(touchInputVector, new Vector2(128f, 128f), 1, debug_override_joystick_handle);
         }
         if (Input.GetKeyDown(jump_key))
         {
             btn_jump.DebugOverride_SetPressStatus(true);
         }
         if (Input.GetKeyUp(jump_key))
         {
             btn_jump.DebugOverride_SetPressStatus(false);
         }
         if (Input.GetKeyDown(interact_key))
         {
             btn_interact.DebugOverride_SetPressStatus(true);
         }
         if (Input.GetKeyUp(interact_key))
         {
             btn_interact.DebugOverride_SetPressStatus(false);
         }
     }
 }
Пример #4
0
        void CheckButtons()
        {
            for (int i = 0; i < buttons.Count; i++)
            {
                if (buttons[i].getFrame(false).Contains(mousePos) && IsleftClicking())
                {
                    switch (buttons[i].actionName)
                    {
                    case ("TilesetEditor"):
                        gm = GameMode.TilesetEditor; SetupTSE();
                        break;

                    case ("GameStart"):
                        gm = GameMode.Game; SetupGame();
                        break;

                    case ("EndTurn"):
                        ToggleNextActor();
                        ToggleToActorMenu();
                        break;

                    case ("SelectSkill"):
                        gim = GameInputMode.SkillSelect;
                        ToggleSkillSelectButtons();
                        break;

                    case ("MoveActor"):
                        ToggleMoveActor();
                        break;

                    case ("SelectSkillKey"):
                        gim = GameInputMode.CastSkill;
                        SelectSkill(buttons[i].key);
                        ToggleSkillSelectButtons();
                        break;
                    }
                }
            }
        }
Пример #5
0
 private void HandleInputModeChanged(GameInputMode inputMode) {
     if (IsHudShowing) {
         switch (inputMode) {
             case GameInputMode.NoInput:
             case GameInputMode.PartialPopup:
             case GameInputMode.FullPopup:
                 //D.Log(ShowDebugLog, "InputMode changed to {0}. {1} is no longer showing HUD.", inputMode.GetValueName(), DebugName);
                 ShowHud(false);
                 break;
             case GameInputMode.Normal:
                 // do nothing
                 break;
             case GameInputMode.None:
             default:
                 throw new NotImplementedException(ErrorMessages.UnanticipatedSwitchValue.Inject(inputMode));
         }
     }
 }
Пример #6
0
 void ToggleMoveActor()
 {
     gim          = GameInputMode.MoveActor;
     currentRange = pointsInRange(CurrentActor().tsPos, CurrentActor().AP);
 }