Пример #1
0
    void LateUpdate()
    {
        mosepose = Input.mousePosition;

        if (MoveControl && !CorrectUnit.Enemy && !CorrectUnit._effectOnUnit.HaveEffect(2) &&
            !EventSystem.current.IsPointerOverGameObject())
        {
            if (Input.GetKeyDown(KeyCode.Mouse0))
            {
                Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
                RaycastHit hit;

                if (Physics.Raycast(ray, out hit, 5000, Mask))
                {
                    Vector3 PoitionToChek;
                    PoitionToChek = hit.point;
                    var node = GridABSManager.NodeFromWorldPoint(PoitionToChek);

                    if (GridABSManager.WalkableArea.Contains(node) && node !=
                        GridABSManager.NodeFromWorldPoint(CorrectUnit.transform.position))
                    {
                        GridABSManager.ClearNode(CorrectUnit.transform.position);
                        StartCoroutine(CorrectUnit.LerpMove(node.Position + Vector3.forward * 0.12f + Vector3.up * 0.34f));

                        CorrectUnit.transform.eulerAngles = new Vector3(20, -45, 0);
                        GridABSManager.ClearNode(node.Position + Vector3.forward * 0.12f + Vector3.up * 0.34f, CorrectUnit);
                        GridABSManager.CleatGrid();
                    }
                }
            }
        }
        if (!CorrectUnit.Enemy)
        {
            NeedMoveVectorCam = Vector3.zero;
            if (Input.GetKeyDown(KeyCode.Alpha1))
            {
                ChengBoolMoveControl();
            }
            if (Input.GetKeyDown(KeyCode.Alpha2))
            {
                ChengBoolAttackControl();
            }
            if (Input.GetKeyDown(KeyCode.Alpha3))
            {
                ChengBoolPercUseControl();
            }
            if (Input.GetKeyDown(KeyCode.R))
            {
                ReloadUnitWeapon();
            }
        }
    }
Пример #2
0
    void MakeBoom()
    {
        for (int i = 0; i < vectorsOfGrande.Length; i++)
        {
            Vector2      n          = vectorsOfGrande[i];
            UnitBehevior unitTarget = GridManager.NodeFromWorldPoint(new Vector3(n.x, 0, n.y)).UnitOnNode;
            if (unitTarget != null)
            {
                switch (CAParm)
                {
                case 0:
                    unitTarget.GetHit(PowerPerc, 434);
                    break;

                case 1:
                    Vector3 poitionToChek = unitTarget.transform.position + (unitTarget.transform.position - point).normalized * PowerPerc;    //Check

                    if (GridManager.NodeFromWorldPoint(poitionToChek)._Bloc == NodeA.TypeOfNode.Walkable &&
                        GridManager.NodeFromWorldPoint(poitionToChek).UnitOnNode == null)
                    {
                        GridManager.ClearNode(unitTarget.transform.position);
                        StartCoroutine(unitTarget.LerpMove(GridManager.NodeFromWorldPoint(poitionToChek).Position +
                                                           Vector3.forward * 0.12f + Vector3.up * 0.34f));
                        unitTarget.transform.eulerAngles = new Vector3(20, -45, 0);
                        GridManager.ClearNode(
                            GridManager.NodeFromWorldPoint(poitionToChek).Position + Vector3.forward * 0.12f +
                            Vector3.up * 0.34f, unitTarget);

                        unitTarget.GetHit(PowerPerc * 4, 434);
                    }
                    else
                    {
                        unitTarget.GetHit(PowerPerc * 12, 434);
                    }
                    break;

                case 2:
                    unitTarget._effectOnUnit.MakeStuned(1);
                    break;

                case 3:
                    unitTarget._effectOnUnit.MakeFired(PowerPerc, 2);
                    break;

                case 4:
                    unitTarget._effectOnUnit.MakeElectricShock(PowerPerc);
                    break;
                }
            }
            foreach (Shelter sh in GridManager.CurrentShelterList)
            {
                if (Vector3.Distance(sh.transform.position, new Vector3(n.x, 0, n.y)) < 1)
                {
                    Instantiate(sh.FX, sh.transform.position, Quaternion.identity);

                    sh.ShelterLevl -= PowerPerc * 3;
                    if (sh.ShelterLevl < 1)
                    {
                        Destroy(sh.gameObject);
                    }
                }
            }
        }


        Instantiate(manager.OnTurnEffectFX[CAParm + 2], point + Vector3.up * 0.75f, Quaternion.identity);
        manager.PlaySpecific(manager.Expl);
    }