示例#1
0
    public void OpenEditor(GameObject editable)
    {
        //break out?
        gameInfo = GameObject.FindObjectOfType <GameInfo>();
        if (gameInfo.currentlyMouseAiming)
        {
            Close();
            return;
        }
        if (!metaInventory)
        {
            metaInventory = GameObject.FindObjectOfType <MetaInventory>();
        }
        //activate cursor
        Cursor.visible = true;

        //get editable
        obj = editable.transform.parent.gameObject;
        if (editable.GetComponent <EditRotation>())
        {
            //activate mouseaim if...
            mouseAimButton.SetActive(true);
            eRot = editable.GetComponent <EditRotation>();
            elements[4].SetActive(true);
        }
        else
        {
            mouseAimButton.SetActive(false);
            eRot = null;
            //so that you never end up doing it for something else
        }
        //make the title of the ui the obj name
        string objName = obj.name;

        //if it has a (, remove everything after that (
        if (objName.Contains("("))
        {
            int loc = objName.IndexOf("(");
            //substring does the trick
            objName   = objName.Substring(0, loc);
            name.text = objName;
        }
        else
        {
            name.text = objName;
        }

        if (obj.GetComponent <Miner>())
        {
            //set type
            typeSelected = 1;
            //set up layout for miner obj
            miner = obj.GetComponent <Miner>();
            s1.gameObject.SetActive(true);
            s1.maxValue = 1000;
            s1.value    = miner.launchForce;
            s1T.text    = "Launch Force: " + s1.value.ToString();
        }
        if (obj.GetComponent <LauncherController>())
        {
            //set type
            typeSelected = 2;
            //set up layout for launcher obj
            launcher = obj.GetComponent <LauncherController>();
            s1.gameObject.SetActive(true);
            s1.maxValue = 1000;
            s1.value    = launcher.launchForce;
            s1T.text    = "Launch Force: " + s1.value.ToString();
            //set up second slider for interval
            s2.gameObject.SetActive(true);
            s2.maxValue = 2;
            s2.minValue = 0.25f;
            s2.value    = launcher.coolDown;
            s2T.text    = "Fire Interval: " + s2.value.ToString();
        }
        if (obj.GetComponent <OreController>())
        {
            typeSelected = 3;
            ore          = obj.GetComponent <OreController>();
            MidInfoT.gameObject.SetActive(true);
            if (ore.eternal)
            {
                MidInfoT.text = "Quantity: Eternal" + " Hardness: " + ore.hardness;
            }
            else
            {
                MidInfoT.text = "Quantity: " + ore.currentQuantity.ToString() + System.Environment.NewLine + "Hardness: " + ore.hardness;
            }
            MidInfoT.color = ore.GetComponent <SpriteRenderer>().color;

            bottomButton.gameObject.SetActive(true);
            if (ore.eternal)
            {
                print("ore is eternal");
                bottomButton.interactable = true;
                bottomButtonText.text     = "Destroy Ore";
            }
            else if (metaInventory.eternalizers > 0)
            {
                bottomButton.interactable = true;
                bottomButtonText.text     = "Mount MOED";
            }
            else
            {
                bottomButton.interactable = false;
                bottomButtonText.text     = "No MOED's";
            }
        }
        if (obj.GetComponent <Crafting>())
        {
            //set up crafter ui
            typeSelected = 4;
            crafterPanel.SetActive(true);
            craft = obj.GetComponent <Crafting>();
            MidInfoT.gameObject.SetActive(true);
            UIButtonArray car = crafterPanel.GetComponent <UIButtonArray>();
            foreach (Button b in car.buttons)
            {
                ///THIS
                ///MEANS
                ///THAT
                ///ALL
                ///BUTTONS
                ///MUST BE NAMED
                ///P R O P E R L Y !!!
                //print(b.name + " : " + craft.recipe.name);
                if (b.name == craft.recipe.name)
                {
                    car.BClick(b);
                }
            }
        }
        if (obj.GetComponent <UnPackager>())
        {
            typeSelected = 5;
        }
        if (obj.GetComponent <Packager>())
        {
            Packager pack = obj.GetComponent <Packager>();
            typeSelected = 6;
            s1.gameObject.SetActive(true);
            s1.maxValue = 100;
            s1.minValue = 10;
            s1.value    = pack.maxItems;
            s1T.text    = "Maximum Items: " + Mathf.RoundToInt(s1.value).ToString();
        }
        else if (obj.GetComponent <Splitter>())
        {
            split        = obj.GetComponent <Splitter>();
            typeSelected = 7;
            MidInfoT.gameObject.SetActive(true);
            MidInfoT.text  = "Set a filter ->";
            MidInfoT.color = new Color(0, 255, 255, 255);
            filterPanel.gameObject.SetActive(true);
            //setup filter panel
            UIButtonArray ar = filterPanel.GetComponent <UIButtonArray>();
            foreach (Button b in ar.buttons)
            {
                ///THIS
                ///MEANS
                ///THAT
                ///ALL
                ///BUTTONS
                ///MUST BE NAMED
                ///P R O P E R L Y !!!
                if (b.name == split.typeName)
                {
                    ar.BClick(b);
                }
                else
                {
                    if (b.name == "Empty filter" && split.typeName == "")
                    {
                        ar.BClick(b);
                    }
                }
            }
        }
        else if (obj.GetComponent <Pump>())
        {
            pump = obj.GetComponent <Pump>();
            MidInfoT.gameObject.SetActive(true);
            typeSelected = 8;
        }
        else if (obj.GetComponent <Core>())
        {
            typeSelected = 9;
            core         = obj.GetComponent <Core>();
            int lv = core.level;
            MidInfoT.gameObject.SetActive(true);
            MidInfoT.text = "Level " + lv.ToString();
        }
        else if (obj.GetComponent <RocketBase>())
        {
            typeSelected = 10;
            rocket       = obj.GetComponent <RocketBase>();
            MidInfoT.gameObject.SetActive(true);
            rocketPanel.SetActive(true);
            rIronSlider.slider.maxValue = rocket.maxIron;
            rCopSlider.slider.maxValue  = rocket.maxCopper;
            rFuelSlider.slider.maxValue = rocket.maxFuel;
            MidInfoT.text = "Needs rocket fuel";
            //set max
            rIronSlider.SetSliderParameters(rocket.maxIron);
            rCopSlider.SetSliderParameters(rocket.maxCopper);
            rFuelSlider.SetSliderParameters(rocket.maxFuel);
        }
    }
示例#2
0
    void Update()
    {
        //help
        //input

        if (Input.anyKeyDown)
        {
            if (Input.GetKeyDown(KeyCode.Alpha1))
            {
                SetIndex(4);
            }
            else if (Input.GetKeyDown(KeyCode.Alpha2))
            {
                SetIndex(2);
            }
            else if (Input.GetKeyDown(KeyCode.Alpha3))
            {
                SetIndex(3);
            }
            if (core.level > 0)
            {
                if (Input.GetKeyDown(KeyCode.Alpha4))
                {
                    SetIndex(0);
                }
                else if (Input.GetKeyDown(KeyCode.Alpha5))
                {
                    SetIndex(6);
                }
                else if (Input.GetKeyDown(KeyCode.Alpha6))
                {
                    SetIndex(7);
                }
            }
            if (core.level > 1)
            {
                //third tier items
                if (Input.GetKeyDown(KeyCode.Alpha7))
                {
                    SetIndex(9);
                }
                else if (Input.GetKeyDown(KeyCode.Alpha8))
                {
                    SetIndex(8);
                }
                else if (Input.GetKeyDown(KeyCode.Alpha9))
                {
                    SetIndex(10);
                }
                else if (Input.GetKeyDown(KeyCode.Alpha0))
                {
                    SetIndex(11);
                }
            }
            if (Input.GetKeyDown(KeyCode.X) || Input.GetKeyDown(KeyCode.Alpha0))
            {
                SetIndex(5);
            }
            else if (Input.GetKeyDown(KeyCode.Escape))
            {
                //open pause men if hupcont isnt open
                if (!UIOpened)
                {
                    if (escMenuOpen)
                    {
                        escMenu.SetActive(false);
                        Cursor.visible = false;
                        escMenu.GetComponent <PauseMenu>().FreezeTime(false);
                        escMenuOpen = false;
                        settingsMenu.SetActive(false);
                    }
                    else
                    {
                        escMenu.SetActive(true);
                        escMenu.GetComponent <PauseMenu>().FreezeTime(true);
                        escMenuOpen = true;
                    }
                }
            }
            else if (Input.GetKeyDown(KeyCode.F))
            {
                //activate mouse aim
                if (eRot)
                {
                    eRot.StartMouseAim();
                }
            }
        }
        overUI = EventSystem.current.IsPointerOverGameObject();

        //place the placable when able to
        if (((Input.GetKeyDown(KeyCode.Space) && canPlace) || (Input.GetMouseButtonDown(0) && canPlace)) && !overUI)
        {
            if (placeables[placeableIndex].GetComponent <Placeable>())
            {
                Place(placeables[placeableIndex].GetComponent <Placeable>().RealObject);
            }
            editCoolDown = 4;
        }
        //lower cooldown so that editing is eventually re-enabled
        if (editCoolDown > -1)
        {
            editCoolDown -= 1;
        }

        //check if an object is placable or not using an overlap circle
        if (!(placeableIndex == 2) && !(placeableIndex == 10))
        {
            //if u dont have the miner selected do this
            if (placeableIndex != 11)
            {
                canPlace = !Physics2D.OverlapCircle(transform.position, overlapRadius, overlapLayerMask);
            }
            else
            {
                //this means you are placing a core, make canplace radius way larger
                canPlace = !Physics2D.OverlapCircle(transform.position, overlapRadius * 4, overlapLayerMask);
            }
        }
        else if (placeableIndex == 2)
        {
            //if you have a miner, u need an ore. U can no longer stack miners gg ez
            if (Physics2D.OverlapCircle(transform.position, 1, oreMask))
            {
                //also if u arent over a hardcollider
                if (!Physics2D.OverlapCircle(transform.position, 0.5f, groundLayerMask))
                {
                    canPlace = Physics2D.OverlapCircle(transform.position, 1, oreMask).GetComponent <OreController>();
                }
                else
                {
                    canPlace = false;
                }
            }
            else
            {
                canPlace = false;
            }
        }
        else if (placeableIndex == 10)  //Special circumstances apply for the pump just like the miner
        {
            //With pump one must have water
            if (Physics2D.OverlapCircle(transform.position, 0.25f, holeMask))
            {
                //also if u arent over a hardcollider
                if (!Physics2D.OverlapCircle(transform.position, 0.5f, groundLayerMask))
                {
                    canPlace = true; //hopefully
                }
                else
                {
                    canPlace = false;
                }
            }
            else
            {
                canPlace = false;
            }
        }

        if (Physics2D.OverlapCircle(transform.position, 0.5f, editingLayerMask))
        {
            Collider2D[] overlappedEditors  = Physics2D.OverlapCircleAll(transform.position, 0.5f, editingLayerMask);
            float        closestDistanceSqr = Mathf.Infinity;
            Transform    closestTrans       = null;
            foreach (Collider2D editor in overlappedEditors)
            {
                Transform edit         = editor.transform;
                Vector3   direction    = edit.position - transform.position;
                float     dSqrToTarget = direction.sqrMagnitude;
                if (dSqrToTarget < closestDistanceSqr)
                {
                    closestDistanceSqr = dSqrToTarget;
                    closestTrans       = edit;
                }
            }
            //now you have the closest one
            editingObject = closestTrans.gameObject;

            if (editingObject.GetComponent <EditRotation>())
            {
                eRot = editingObject.GetComponent <EditRotation>();
            }

            //now, hupcont logic
            ///we already know we are over a valid col, so
            ///but only open the hupcont if the editing index is active, ie if index is 1
            ///in fact, dont even rotate if index isnt one
            if ((Input.GetMouseButtonDown(0) && editCoolDown < 0 || Input.GetKeyDown(KeyCode.Space) && editCoolDown < 0) && !overUI && placeableIndex == 1)
            {
                UIOpened = true;
                HUP.SetActive(true);

                if (editingObject.GetComponent <EditorValues>().hasPanel)
                {
                    HUP.GetComponent <HUPCONT>().OpenEditor(editingObject);
                }
            }
        }
        else
        {
            //not over any colliders, cant be an erot
            eRot = null;
        }

        //now rotate the rotatable (only if Lshift isnt held because that is for moving the camera)
        ///also only if index is one because thats the editing index
        if (eRot && !Input.GetKey(KeyCode.LeftShift) && placeableIndex == 1)
        {
            eRot.rotateable.Rotate(new Vector3(0, 0, Input.mouseScrollDelta.y * rotSpeed));
            if (Input.GetKey(KeyCode.Q))
            {
                eRot.rotateable.Rotate(new Vector3(0, 0, 0.1f * rotSpeed));
            }
            else if (Input.GetKey(KeyCode.E))
            {
                eRot.rotateable.Rotate(new Vector3(0, 0, -0.1f * rotSpeed));
            }
            //eRot.rotateable.Rotate(new Vector3(0, 0, Input.GetAxis("Horizontal") * -rotSpeed));
        }

        //make the ""cursor"" follow the "cursor" if that makes any sense whatsoever
        if (!UIOpened && !freezeMovement)
        {
            Vector2 mPos = cam.ScreenToWorldPoint(Input.mousePosition);
            transform.position = mPos;
            //if not in edit mode and right click, select empty cursor
            if (!canEdit && Input.GetMouseButtonDown(1))
            {
                SetIndex(1);
            }
        }

        //make the placable follow the cursor
        placeables[placeableIndex].transform.position = gameObject.transform.position;
        //rotate cursor with mouse or h axis
        if (!canEdit && !Input.GetKey(KeyCode.LeftShift))
        {
            transform.Rotate(new Vector3(0, 0, Input.mouseScrollDelta.y * rotSpeed));
            if (Input.GetKey(KeyCode.Q))
            {
                transform.Rotate(new Vector3(0, 0, 0.1f * rotSpeed));
            }
            else if (Input.GetKey(KeyCode.E))
            {
                transform.Rotate(new Vector3(0, 0, -0.1f * rotSpeed));
            }
            //transform.Rotate(new Vector3(0, 0, Input.GetAxis("Horizontal") * -rotSpeed));
        }

        //if you are in editing mode however, instead find the rotatable launcher bit and rotate that too


        //if you are editing and over an object and rightclick, destroy it.
        if ((canEdit && Input.GetMouseButtonDown(1)) || (canEdit && Input.GetKeyDown(KeyCode.Backspace)))
        {
            //note requires the mouse collider to be a direct child of the parent. Keep that in mind when creating prefabs.
            //it also requires that the hard collider of the object be the only obj tagged ground. keep that in mind as well
            //make sure it is actually destructible. ALL EDITORS NEED AN EDITORVALUES SCRIPT
            EditorValues eVals = Physics2D.OverlapCircle(transform.position, 0.5f, editingLayerMask).GetComponent <EditorValues>();
            if (eVals.canBeDestroyed)
            {
                Destroy(Physics2D.OverlapCircle(transform.position, 0.5f, editingLayerMask).transform.parent.transform.gameObject);
            }

            //destroy parent
        }
        //if the same is true and you left click, select it


        //if you hover over the ui element, set cursor to visible

        bool onUI = EventSystem.current.IsPointerOverGameObject();

        if (onUI || freezeMovement)
        {
            Cursor.visible = true;
        }
        else if (!UIOpened)
        {
            Cursor.visible = false;
        }
    }