// Update is called once per frame void Update() { if (Misc.GetBack()) { gameObject.SetActive(false); strCtrl.ReturnMainMode(); } }
void OnReturnMainMode() { timeTick += Time.deltaTime; if (timeTick >= 0.2f) { timeTick = 0; gameObject.SetActive(false); strCtrl.ReturnMainMode(); } }
void OnChangingToCommandModeHandler() { timeTick += Time.deltaTime; if (timeTick >= 0.2f) { timeTick = 0; state = 0; gameObject.SetActive(false); switch (commandIdx) { case -1: strCtrl.ReturnMainMode(); break; case 0: generalsInfo.AddArmyGeneralsList(armyInfo); break; case 1: selectTargetCity.SetArmy(armyInfo); break; case 2: armyInfo.armyCtrl.SetArmyGarrison(); strCtrl.ReturnMainMode(); break; case 3: generalsInfo.AddArmyPrisonsList(armyInfo); break; case 4: OnIntoCity(); break; } } }
void OnReturnMainModeHandler() { timeTick += Time.deltaTime; if (timeTick >= 0.2f) { timeTick = 0; gameObject.SetActive(false); //StrategyController.state = StrategyController.State.Normal; strCtrl.ReturnMainMode(); } }
void OnReturnMain() { timeTick += Time.deltaTime; if (timeTick < 0.2f) { return; } state = 0; timeTick = 0; gameObject.SetActive(false); map.gameObject.SetActive(false); strCtrl.ReturnMainMode(); }
void OnChangingToCommandModeHandler() { timeTick += Time.deltaTime; if (timeTick >= 0.2f) { timeTick = 0; gameObject.SetActive(false); switch (commandIdx) { case -1: strCtrl.ReturnMainMode(); break; case 0: expedition.SetCity(cityIdx); break; case 1: conscription.SetCity(cityIdx); break; case 2: generalsInfo.AddGeneralsList(cityIdx); break; case 3: generalsInfo.AddPrisonsList(cityIdx); break; case 4: prefectAppointed.AddGeneralsList(cityIdx); break; } } }
// Update is called once per frame void Update() { if (!isQuitConfirmMode) { if (Misc.GetBack()) { gameObject.SetActive(false); strCtrl.ReturnMainMode(); return; } if (Input.GetMouseButtonUp(0)) { Vector3 mousePoint = Camera.main.ScreenToWorldPoint(Input.mousePosition); Vector2 point = new Vector2(mousePoint.x, mousePoint.y); Rect bound = bgSprite.boundingRect; bound.x += transform.position.x; bound.y += transform.position.y; if (!bound.Contains(point)) { gameObject.SetActive(false); Input.ResetInputAxes(); strCtrl.ReturnMainMode(); return; } } for (int i = 0; i < 4; i++) { if (commands[i].GetButtonState() == Button.ButtonState.Clicked) { if (i == 3) { isQuitConfirmMode = true; confirmBox.SetActive(true); Vector3 pos = commands[i].transform.position; if (pos.x + 100 + 128 < 320) { confirmBox.transform.position = new Vector3(pos.x + 100 + 64, pos.y + 10, confirmBox.transform.position.z); } else { confirmBox.transform.position = new Vector3(pos.x - 100 - 64, pos.y + 10, confirmBox.transform.position.z); } } else { commandAct[i].SetActive(true); gameObject.SetActive(false); } } } } else { if (Misc.GetBack()) { isQuitConfirmMode = false; confirmBox.SetActive(false); return; } if (okBtn.GetButtonState() == Button.ButtonState.Clicked) { Controller.historyTime = 190; HistoryTimeController.Reset(); StrategyController.Reset(); Informations.Instance.armys.Clear(); Application.LoadLevel(0); GameObject.Destroy(GameObject.Find("MouseTrack")); } else if (cancelBtn.GetButtonState() == Button.ButtonState.Clicked) { isQuitConfirmMode = false; confirmBox.SetActive(false); } } }
// Update is called once per frame void Update() { if (Misc.GetBack()) { gameObject.SetActive(false); strCtrl.ReturnMainMode(); return; } if (Input.GetMouseButtonDown(0)) { isMouseMove = false; mouseDownPos = Input.mousePosition; } else if (!isMouseMove && Input.GetMouseButtonUp(0)) { int targetCity = flagsCtrl.GetTouchCityIdx(); if (targetCity != -1) { armyInfo.armyCtrl.SetRoute(path.GetRoute(armyInfo.armyCtrl.transform.position, targetCity)); armyInfo.armyCtrl.SetArmyRunning(); if (targetCity == armyInfo.cityFrom) { armyInfo.cityFrom = armyInfo.cityTo; } armyInfo.cityTo = targetCity; gameObject.SetActive(false); strCtrl.ReturnMainMode(); Input.ResetInputAxes(); } } else if (Input.GetMouseButton(0)) { if (!isMouseMove) { Vector3 offset = mouseDownPos - Input.mousePosition; offset.Scale(scale); if (Mathf.Abs(offset.x) > 5 || Mathf.Abs(offset.y) > 5) { isMouseMove = true; mouseDownPos = Input.mousePosition; /* * Vector3 pos = Camera.main.transform.position; * * pos += offset; * pos.x = Mathf.Clamp(pos.x, -320, 320); * pos.y = Mathf.Clamp(pos.y, -240, 240); * * Camera.main.transform.position = pos; */ } } else { Vector3 offset = mouseDownPos - Input.mousePosition; mouseDownPos = Input.mousePosition; offset.Scale(scale); Vector3 pos = Camera.main.transform.position; pos += offset; pos.x = Mathf.Clamp(pos.x, -320, 320); pos.y = Mathf.Clamp(pos.y, -240, 240); Camera.main.transform.position = pos; } } }