public static void SetState(State newState) { state = newState; // Necessary for un-dimming during aiming Sidebar.instance.pauseDimmer.targetAlpha = state == State.ActionPause ? 0.5f : 0; if (state != State.Aiming && state != State.ConfirmMove) { // When navigating away from aiming, preview UI must reset Sidebar.instance.actionConfirmButtons[1].interactable = false; PreviewManager.ClearPreview(); PreviewManager.cursor.SetActive(false); } else if (state == State.Moving) { // Unpause action if state is Moving Sidebar.instance.ActionPause(false); } }
public override void ProcessInput() { //display current skill range; if (range[selector.mapPosX, selector.mapPosY]) { if (selector.ChangedPosition()) { List <TileNode> nodes = currentSkill.GetTargetedTiles(currentActor, pathfinding.GetTileNode(selector.mapPosX, selector.mapPosY)); if (nodes == null) { return; } selection.PopulateSkillEffect(nodes); previewManager.ClearPreview(); TileNode node = pathfinding.GetTileNode(selector.mapPosX, selector.mapPosY); if (combat == null) { combat = new Combat(currentActor); } else { combat.source = currentActor; } AnimationData data = AnimationData.NewAntionData(currentSkill, boardManager.pathfinding.GetTileNode(currentActor), node); previewManager.InitPreview(combat.DisplayCombatPreview(data)); selector.posChanged = false; } } selector.ProccessInput(inputHandler); if (inputHandler.IsKeyPressed(KeyBindingNames.Select) || Input.GetMouseButtonDown(0)) { if (range[selector.mapPosX, selector.mapPosY]) { // We could move this stuff to the animation state to make sure that the // animations line up with the animations // TileNode node = pathfinding.GetTileNode(selector.mapPosX, selector.mapPosY); AnimationData data = new AnimationData(); data.skillUsed = currentSkill; data.DestNode = node; data.sourceNode = startNode; combat.animationDatas.Add(data); //combat.PoopulateCombat(data); if (currentSkill is Skill) { Skill temp = currentSkill as Skill; if (temp.nextSkill != null) { selection.ClearMovementRange(); if (temp.nextSkill.useActorSource) { node = pathfinding.GetTileNode(currentActor); } temp = Globals.campaign.contentLibrary.skillDatabase.GetData(temp.nextSkill.skillKey); inputFSM.SwitchState(new AbilityInUseState(boardManager, currentActor, node, temp, combat)); } else { PlayAnimations(); } } else { PlayAnimations(); } } } else if (Input.GetKeyDown(KeyCode.Q)) { previewManager.ShiftUp(); } else if (Input.GetKeyDown(KeyCode.E)) { previewManager.ShfitDown(); } else if (inputHandler.IsKeyPressed(KeyBindingNames.Cancel) || Input.GetMouseButtonDown(1)) { inputFSM.SwitchState(new UsersTurnState(boardManager)); // selector.MoveTo(currentActor.GetPosX(), currentActor.GetPosY()); } }
public void CleanUpPreview() { previewmanager.ClearPreview(); }