public void chooseActionMode(string actionMode) { if (strLastSelectSoldierName != "") { destroyAttackArrow(); } actionModeName = actionMode; if (selectedSoldier != null) { switch (actionModeName) { case "Attack": if (selectedSoldier.GetComponent <Unit>().m_pSoldier.getCurrentMoveStep() > 0) { actionModeName = "Attack"; GameObject newAttackArrow = Instantiate(attackArrow, selectedSoldier.transform.position, Quaternion.identity); newAttackArrow.name = selectedSoldier.name + "_attackArrow"; strLastSelectSoldierName = newAttackArrow.name; m_pUnit.setState(1); } break; case "Defense": actionModeName = "Defense"; int blockAttack = m_pUnit.getCurrentMoveStep(); m_pUnit.setDefense(blockAttack); m_pUnit.setCurrentMoveStep(0); m_pUnit.setState(2); GameObject floatingTextObj = Instantiate(floatingText, selectedSoldier.transform.position, Quaternion.identity); floatingTextObj.GetComponent <TextMesh>().text = "Block " + blockAttack.ToString() + " hit!"; floatingTextObj.GetComponent <TextMesh>().color = Color.white; SoundEffectManager.Instance.playAudio(12); break; case "LevelUP": actionModeName = "Defense"; m_pUnit.setState(3); break; case "Sell": int value = m_pUnit.getMoneyBySellingEntity(); if (GameManager.Instance.getTurn() == 0) { m_player1.setMoney(m_player1.getMoney() + m_pUnit.getMoneyBySellingEntity()); } else { m_player2.setMoney(m_player2.getMoney() + m_pUnit.getMoneyBySellingEntity()); } Destroy(selectedSoldier); m_pUnit.setState(4); Vector2 pos = new Vector2(cameraMain.transform.position.x + 2, cameraMain.transform.position.y - 1); GameObject popText = Instantiate(floatingText, pos, Quaternion.identity); popText.GetComponent <TextMesh>().text = "money+" + value.ToString(); SoundEffectManager.Instance.playAudio(0); break; } } }
// Update is called once per frame void Update() { if (transform.position.x == destination.x && transform.position.y == destination.y) { if (bMoving) { bMoving = false; whenUnitFirstArriveDestination(); } } else { bMoving = true; } Vector2 dir = new Vector2(destination.x - transform.position.x, destination.y - transform.position.y); Vector2 velocity = dir.normalized * speed * Time.deltaTime; velocity = Vector2.ClampMagnitude(velocity, dir.magnitude); transform.Translate(velocity); gameObject.GetComponent <SpriteRenderer>().sprite = UIManager.Instance.unitSprites[spriteIndex]; thisUnitHasBeenClicked = false; if (m_pSoldier != null && m_pSoldier.getCurrentHP() <= 0) { int money = m_pSoldier.getMoneyByKillingEnemy(); int xp = m_pSoldier.getXPByKillingEnemy(); if (unitAlign == 0) { m_player2.setMoney(money + m_player2.getMoney()); m_player2.setXP(xp + m_player2.getXP()); } else if (unitAlign == 1) { m_player1.setMoney(money + m_player1.getMoney()); m_player1.setXP(xp + m_player1.getXP()); } GameManager.Instance.modifyUnitDic(unitAlign, gameObject.name); Destroy(gameObject); } }