示例#1
0
        public override void Update(GridPosition pos)
        {
            base.Update(pos);

            if (secondary != null)
            {
                return;
            }
            if (pos.Equals(Target.CurrentPosition))
            {
                return;
            }

            int selecteddir = InputHandlerer.GetDirectionFromInput();

            if (selecteddir == 1)
            {
                Target.PreviousTarget();
                BattleUIContainer._instance.UnitView.SetDamagePreview(Character.GetCharacterAtTile(Target.CurrentPosition).stats, activator.stats);
            }
            else if (selecteddir == 3)
            {
                Target.NextTarget();
                BattleUIContainer._instance.UnitView.SetDamagePreview(Character.GetCharacterAtTile(Target.CurrentPosition).stats, activator.stats);
            }



            GameManager._intance.StartCoroutine(GameManager.BlockInput(GameManager.controlsMode));
        }
示例#2
0
        private GridPosition MoveTarget()
        {
            GridPosition newPos = Target.CurrentPosition;

            if (Input.GetAxisRaw("Vertical") != 0 || Input.GetAxisRaw("Horizontal") != 0)
            {
                int          selecteddir    = InputHandlerer.GetDirectionFromInput();
                GridPosition futurePosition = Target.CurrentPosition.Clone();


                if (selecteddir == 3)
                {
                    futurePosition.y++;
                }
                else if (selecteddir == 1)
                {
                    futurePosition.y--;
                }
                else if (selecteddir == 2)
                {
                    futurePosition.x++;
                }
                else if (selecteddir == 4)
                {
                    futurePosition.x--;
                }

                GridPosition pos;
                if (GameGrid.currentGrid.CanBeWalked(Target.CurrentPosition, futurePosition, out pos) != GameGrid.WalType.CannotWalk)
                {
                    newPos = pos;
                }
            }

            return(newPos);
        }
示例#3
0
        public override void Update(GridPosition pos)
        {
            base.Update(pos);
            if (secondary != null)
            {
                return;
            }

            RangeDisplayControls();

            if (pos.Equals(Target.CurrentPosition))
            {
                return;
            }

            int selecteddir = InputHandlerer.GetDirectionFromInput();

            if (pathDraw.GetPath().Count == 0)
            {
                activator.SetAnimatorDirection(selecteddir);
            }



            //Disable walking throught enemy
            if (pathDraw.GetPath().Count > 0)
            {
                if (Character.isOtherCharacterInTile(pathDraw.Last.Clone(), activator))
                {
                    if (pathDraw.GetPath().Count > 1)
                    {
                        if (!pathDraw.LastNode.Previous.Value.Equals(pos))
                        {
                            GameManager._intance.StartCoroutine(GameManager.BlockInput(GameManager.controlsMode));
                            return;
                        }
                    }
                }
            }


            //Are we inside of character movement range
            if (currentMovementRange.Exists(item => item.Equals(pos)))
            {
                //Did we enter the movement range?
                if (!Target.isOutside)
                {
                    Target.Clear();


                    bool characterInTile = Character.isCharacterInTile(pos);

                    if (characterInTile)
                    {
                        Character chara = Character.GetCharacterAtTile(pos);

                        if (chara != activator)
                        {
                            if (chara.TeamNumber != activator.TeamNumber && !activator.TurnActionsPreformed[0])
                            {
                                if (pathDraw.AddPath(pos))
                                {
                                    AudioManager._instance.PlayClip("Click_Standard_03");
                                    Target.Move(pos, Color.red);
                                    BattleUIContainer._instance.UnitView.SetDamagePreview(chara.stats, activator.stats);
                                    pathDraw.SetLastWaypointGraphic(Target.Indicator.gameObject);
                                    LastDirection = selecteddir;
                                }
                            }
                        }
                        else
                        {
                            //Return to same tiel as character
                            pathDraw.Destroy();
                            Target.CurrentPosition = activator.Position;
                        }
                    }
                    else
                    {
                        //No characters in tile

                        if (pathDraw.AddPath(pos))
                        {
                            AudioManager._instance.PlayClip("Click_Standard_03");
                            Target.CurrentPosition = pos.Clone();
                            LastDirection          = selecteddir;
                        }
                        BattleUIContainer.RefreshUnitView(activator);
                        BattleUIContainer._instance.UnitView.HideDamagePreview();
                    }
                }
                else
                {
                    //If we return to walkarea from outside
                }
            }
            else
            {
                if (!Target.isOutside)
                {
                    AudioManager._instance.PlayClip("Click_Standard_03");
                    secondary = new ViewAction(this, currentMovementRange);
                    Target.Move(pos, Color.white);
                    TurnManager._instance.AddCancel(secondary.Cancel);
                }
                //Move outside walkable range
                Target.isOutside = true;
            }
            GameManager._intance.StartCoroutine(GameManager.BlockInput(GameManager.controlsMode));
        }