示例#1
0
        private void SelectedUnits()
        {
            // On parcours toutes les unitées
            Entities.WithAll <UnitComponent>().ForEach((Entity entity, ref Translation translation) => {
                var viewportBounds = UnitControlHelpers.GetViewportBounds(Camera.main, this.startPositionScreen, Input.mousePosition);

                if (viewportBounds.Contains(Camera.main.WorldToViewportPoint(translation.Value)))
                {
                    // Entity inside selection area
                    PostUpdateCommands.AddComponent(entity, new UnitSelectedComponent());
                    this.selectedEntityCount++;

                    if (EntityManager.HasComponent <CityHallComponent>(entity))
                    {
                        SelectionMesh.AddEntitySelectionMesh(entity, true);
                    }
                    else
                    {
                        SelectionMesh.AddEntitySelectionMesh(entity, false);
                    }

                    if (!this.hasWorkerSelected)
                    {
                        this.hasWorkerSelected = EntityManager.HasComponent <WorkerComponent>(entity);
                    }
                    if (!this.hasHubSelected)
                    {
                        this.hasHubSelected = EntityManager.HasComponent <CityHallComponent>(entity);
                    }
                }
            });
        }
示例#2
0
        // Start is called before the first frame update
        private void Start()
        {
            DefaultWorldInitialization.Initialize("SwarmOfIron", false);

            World w = World.DefaultGameObjectInjectionWorld;

            //Init entityManager
            entityManager      = w.EntityManager;
            updateMoveToSystem = w.GetOrCreateSystem <UpdateMoveToSystem>();

            //create selection Mesh
            unitSelectedCircleMesh = SelectionMesh.CreateMesh(1.0f, 1.0f);

            //spawn some woods
            // Wood.SpawnWood(spawnWoodAmount);
            CustomEntity.SpawnEntitiesAtRandomPosition(typeof(Wood), spawnWoodAmount);
            CustomEntity.SpawnEntitiesAtRandomPosition(typeof(Rock), spawnRockAmount);

            //spawn some workers
            CustomEntity.SpawnEntitiesAtRandomPosition(typeof(Worker), spawnWorkerAmount);


            //spawn some soldiers
            Soldier.init();
            CustomEntity.SpawnEntitiesAtRandomPosition(typeof(Soldier), spawnSoldierAmount);
            //spawn Enemie soldiers
            E_Soldier.init();
            CustomEntity.SpawnEntitiesAtRandomPosition(typeof(E_Soldier), EspawnSoldierAmount);

            MiniMap.SpawnMiniMap();

            //CityHall.SpawnCityHall(new float3(0.0f, 0.0f, 0.0f));
        }