示例#1
0
    // Update is called once per frame
    void Update()
    {
        if (myUnit == null)
        {
            myUnit = gameObject.GetComponent <UnitBehavior>();
            return;
        }

        if (Target != null)
        {
            //move towards target during battle. eventually replace this entirely.
            //when in battle we shouldn't setoverworlddestination to anything because our turn queue will.
            if (myUnit.inBattle && !myUnit.isDead && isAlive)
            {
                //myUnit.SetOverworldDestination(Target.transform.position);
            }
            else
            {
                myUnit.SetOverworldDestination(Vector3.zero);
            }
        }



        //handle for the frame where we die via unitbehavior and need to trigger death animation.
        if (myUnit.isDead && isAlive)
        {
            isAlive = false;
            gameObject.transform.localScale *= 0.5f;
        }
    }
示例#2
0
    // Use this for initialization
    void Start()
    {
        //player = gameObject.transform.GetComponentInParent<UnitBehavior>(); // added to link the camera to the parent with the unitbehavior script
        clientPlayers = new List <UnitBehavior>();
        clientPlayers.Add(player);
        //add connected players somehow????
        targetPosition = player.transform.position;
        player.SetOverworldDestination(targetPosition);
        ClickEffect = GameObject.Instantiate(ClickObject, targetPosition, Quaternion.identity);
        mouseHeld   = false;
        CameraControllerOfflineScript playerCameraScript = mainCamera.GetComponent <CameraControllerOfflineScript>();

        if (playerCameraScript != null)
        {
            playerCameraScript.Target = player.gameObject;
        }
    }
 // Update is called once per frame
 void Update()
 {
     if (player == null && !set)
     {
         player = GameObject.Find("OverWorldController").GetComponent <OverWorldControllerScript>().getPlayer();
         return;
     }
     else if (!set)
     {
         set = true;
         gameObject.GetComponent <UnityEngine.UI.Button>().onClick.AddListener(OnClickFunction);
     }
     if (overcontroller == null)
     {
         overcontroller = GameObject.Find("OverWorldController").GetComponent <OverWorldControllerScript>();
     }
     else if (hovered && isdown)
     {
         Debug.Log("should be affecting the motion.");
         player.SetOverworldDestination(Vector3.zero);
         //overcontroller.MoveOnClick = !DisablesOverworld;
     }
 }
示例#4
0
    //all posible turns capable of being executed.


    //expected to be a turn update
    public void MoveToLocation()
    {
        self.SetOverworldDestination(Target.position);
        TargetLocator.transform.position = Target.position;
    }