Пример #1
0
        private int currentButtonID = -1;       //last touched button, for touch mode only
        public void OnTowerButton(GameObject butObj, int pointerID = -1)
        {
            int ID = GetButtonID(butObj);

            if (UIMainControl.InTouchMode() && !BuildManager.UseDragNDrop())
            {
                if (currentButtonID >= 0)
                {
                    buttonList[currentButtonID].imgHighlight.enabled = false;
                }
                if (currentButtonID != ID)
                {
                    currentButtonID = ID;
                    buttonList[ID].imgHighlight.enabled = true;
                    OnHoverButton(butObj);
                    return;
                }
                ClearTouchModeButton();
            }

            string exception = BuildManager.BuildTower(ID, buildInfo, pointerID);

            if (exception != "")
            {
                UIMessage.DisplayMessage(exception);
                return;
            }

            buildInfo = null;

            if (!BuildManager.UseDragNDrop())
            {
                Hide();
            }
        }
Пример #2
0
        public void OnTowerButton(GameObject butObj)
        {
            //in drag and drop mode, player could be hitting the button while having an active tower selected
            //if that's the case, clear the selectedTower first. and we can show the tooltip properly
            if (UI.UseDragNDrop() && GameControl.GetSelectedTower() != null)
            {
                UI.ClearSelectedTower();
                return;
            }
            int ID = GetButtonID(butObj);
            List <UnitTower> towerList = BuildManager.GetTowerList();

            bool exception = true;

            if (!UI.UseDragNDrop())
            {
                exception = BuildManager.BuildTower(towerList[ID]);
            }
            else
            {
                exception = BuildManager.BuildTowerDragNDrop(towerList[ID]);
            }

            if (exception == false)
            {
                UIGameMessage.DisplayMessage("Can't build tower");
            }

            if (!UI.UseDragNDrop())
            {
                OnExitHoverButton(butObj);
            }

            Hide();
        }
Пример #3
0
        public IEnumerator DragNDropRoutine()
        {
            GameControl.SelectTower(this);
            yield return(null);

#if (UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_BLACKBERRY) && !UNITY_EDITOR
            _TileStatus status = _TileStatus.NoPlatform;
            while (Input.touchCount >= 1)
            {
                Vector3 pos = Input.touches[0].position;

                status = BuildManager.CheckBuildPoint(pos, -1, prefabID);

                if (status == _TileStatus.Available)
                {
                    BuildInfo buildInfo = BuildManager.GetBuildInfo();
                    thisT.position = buildInfo.position;
                    thisT.rotation = buildInfo.platform.thisT.rotation;
                }
                else
                {
                    Ray        ray = Camera.main.ScreenPointToRay(pos);
                    RaycastHit hit;
                    if (Physics.Raycast(ray, out hit, Mathf.Infinity))
                    {
                        thisT.position = hit.point;
                    }
                    //this there is no collier, randomly place it 30unit from camera
                    else
                    {
                        thisT.position = ray.GetPoint(30);
                    }
                }

                if (Input.touches[0].phase == TouchPhase.Ended)
                {
                    //if current mouse point position is valid, build the tower
                    if (status == _TileStatus.Available)
                    {
                        bool exception = BuildManager.BuildTower(srcTower);
                        if (exception == false)
                        {
                            GameControl.DisplayMessage("Can't build tower");
                        }
                    }
                    else
                    {
                        BuildManager.ClearBuildPoint();
                    }
                    break;
                }

                yield return(null);
            }
            GameControl.ClearSelectedTower();
#else
            while (true)
            {
                Vector3     pos    = Input.mousePosition;
                _TileStatus status = BuildManager.CheckBuildPoint(pos, -1, prefabID);
                if (status == _TileStatus.Available)
                {
                    BuildInfo buildInfo = BuildManager.GetBuildInfo();
                    thisT.position = buildInfo.position;
                    thisT.rotation = buildInfo.platform.thisT.rotation;
                }
                else
                {
                    Ray        ray = Camera.main.ScreenPointToRay(pos);
                    RaycastHit hit;
                    if (Physics.Raycast(ray, out hit, Mathf.Infinity))
                    {
                        thisT.position = hit.point;
                    }
                    //this there is no collier, randomly place it 30unit from camera
                    else
                    {
                        thisT.position = ray.GetPoint(30);
                    }
                }

                //left-click, build
                if (Input.GetMouseButtonDown(0) && !UIUtilities.IsCursorOnUI())
                {
                    //if current mouse point position is valid, build the tower
                    if (status == _TileStatus.Available)
                    {
                        bool exception = BuildManager.BuildTower(srcTower);
                        if (exception == false)
                        {
                            GameControl.DisplayMessage("Can't build tower");
                        }
                    }
                    else
                    {
                        BuildManager.ClearBuildPoint();
                    }
                    GameControl.ClearSelectedTower();
                    thisObj.SetActive(false);
                    break;
                }
                //right-click, cancel
                if (Input.GetMouseButtonDown(1) || GameControl.GetGameState() == _GameState.Over)
                {
                    GameControl.ClearSelectedTower();
                    BuildManager.ClearBuildPoint();
                    thisObj.SetActive(false);
                    break;
                }
                yield return(null);
            }
#endif
            thisObj.SetActive(false);
            thisT.position = new Vector3(0, 9999, 0);
            BuildManager.ShowPlatform(false);
        }
Пример #4
0
        public IEnumerator DragNDropRoutine()
        {
            GameControl.SelectTower(this);
            yield return(null);

            while (true)
            {
                Vector3 pos = Input.mousePosition;

                _TileStatus status = BuildManager.CheckBuildPoint(pos, -1, prefabID);

                if (status == _TileStatus.Available)
                {
                    BuildInfo buildInfo = BuildManager.GetBuildInfo();
                    thisT.position = buildInfo.position;
                    thisT.rotation = buildInfo.platform.thisT.rotation;
                }
                else
                {
                    Ray        ray = Camera.main.ScreenPointToRay(pos);
                    RaycastHit hit;
                    if (Physics.Raycast(ray, out hit, Mathf.Infinity))
                    {
                        thisT.position = hit.point;
                    }
                    //this there is no collier, randomly place it 30unit from camera
                    else
                    {
                        thisT.position = ray.GetPoint(30);
                    }
                }


                //left-click, build
                if (Input.GetMouseButtonDown(0) && !UIUtilities.IsCursorOnUI())
                {
                    //if current mouse point position is valid, build the tower
                    if (status == _TileStatus.Available)
                    {
                        string exception = BuildManager.BuildTower(srcTower);
                        if (exception != "")
                        {
                            GameControl.DisplayMessage(exception);
                        }
                    }
                    else
                    {
                        BuildManager.ClearBuildPoint();
                    }
                    GameControl.ClearSelectedTower();
                    thisObj.SetActive(false);
                    break;
                }

                //right-click, cancel
                if (Input.GetMouseButtonDown(1) || GameControl.GetGameState() == _GameState.Over)
                {
                    GameControl.ClearSelectedTower();
                    BuildManager.ClearBuildPoint();
                    thisObj.SetActive(false);
                    break;
                }

                yield return(null);
            }

            thisT.position = new Vector3(0, 9999, 0);
        }