Пример #1
0
 public bool overLapszZ(ZzfragView zZfrag, Vector3 mousePos)            //based on view
 {
     if (zZfrag.GetComponent <ZzfragView> ()._ZzFragModel.pieceType == ZzFragModel.PieceType.rectangle)
     {
         if (
             mousePos.x > zZfrag.transform.position.x - (zZfrag.transform.lossyScale.x / 2) &&
             mousePos.x < zZfrag.transform.position.x + (zZfrag.transform.lossyScale.x / 2) &&
             mousePos.z > zZfrag.transform.position.z - (zZfrag.transform.lossyScale.y / 2) &&                     //this is f****d, don't mess with it until total redo
             mousePos.z < zZfrag.transform.position.z + (zZfrag.transform.lossyScale.y / 2))                       //of the view stuff
         {
             return(true);
         }
     }
     else                 //circle
     {
         if (Vector3.Distance(mousePos, zZfrag.transform.position) < zZfrag.transform.localScale.x / 2)
         {
             Debug.Log(Vector3.Distance(mousePos, zZfrag.transform.position) < zZfrag.transform.localScale.x);
             return(true);
         }
     }
     Debug.Log("mousePos : " + mousePos);
     Debug.Log("y " + zZfrag.transform.position.y);
     Debug.Log("y sub" + zZfrag.transform.lossyScale.y / 2);
     return(false);
 }
Пример #2
0
        void placeUnit(WorldPosition mouseWP, Vector3 mouseVect)           //VIEW BASED APPROACH

        {
            foreach (GameObject zoneObj in mapView.zonesDict.Keys)                //currently non in here
            {
                Debug.Log(zoneObj);
                ZoneView zoneView = zoneObj.GetComponent <ZoneView> ();
                if (zoneView._zoneModel._party == currentParty)
                {
                    foreach (GameObject zoneFragObj in mapView.zonesDict[zoneObj])
                    {
                        ZzfragView zzFrag = zoneFragObj.GetComponent <ZzfragView> ();
                        if (overLapszZ(zzFrag, mouseVect))
                        {
                            UnitPrep unitPrep = _unitPrepManager.SpawnUnitPrep(currentUnit.Id, zoneView._zoneModel._alliance, mouseWP);
                            StaticAllData.currentMap._formationUnits.Add(unitPrep);
                            Debug.Log("unit placed attempt : " + currentUnit.Name + " " + mouseWP.ToString());
                            pickedUpUnit = false;
                            break;
                        }
                        else
                        {
                            Debug.Log("didn't overlap with this zzfrag");
                        }
                    }
                }
            }
        }