Commit 5d1b1fb4 authored by 16도재형's avatar 16도재형

MovingAttack available; need testing (#7)

parent e10f8e1f
...@@ -252,7 +252,7 @@ public class GameManager : MonoBehaviour { ...@@ -252,7 +252,7 @@ public class GameManager : MonoBehaviour {
mainCamera.transform.position = new Vector3(x, 6.75f, z); mainCamera.transform.position = new Vector3(x, 6.75f, z);
} }
// Camera controllings // Camera controlls
void CameraMove(Vector3 vec) void CameraMove(Vector3 vec)
{ {
mainCamera.transform.Translate(vec * cameraMoveSpeed * Time.deltaTime, Space.World); mainCamera.transform.Translate(vec * cameraMoveSpeed * Time.deltaTime, Space.World);
...@@ -279,6 +279,7 @@ public class GameManager : MonoBehaviour { ...@@ -279,6 +279,7 @@ public class GameManager : MonoBehaviour {
public void MoveStateEnter() public void MoveStateEnter()
{ {
// State change // State change
if (onMoveState) return;
if (onAttackState) AttackStateExit(); if (onAttackState) AttackStateExit();
if (onSkillState) SkillStateExit(); if (onSkillState) SkillStateExit();
onMoveState = true; onMoveState = true;
...@@ -296,23 +297,61 @@ public class GameManager : MonoBehaviour { ...@@ -296,23 +297,61 @@ public class GameManager : MonoBehaviour {
} }
void MoveStateExit() void MoveStateExit()
{ {
onMoveState = false;
if (_parameterPoints == null)
return;
for (int i = 0; i < _parameterPoints.Length; i++) for (int i = 0; i < _parameterPoints.Length; i++)
{ {
if (_parameterPoints != null) if (_parameterPoints[i] != null)
{ {
CivModel.Position pos = _parameterPoints[i].Value.Position; CivModel.Position pos = _parameterPoints[i].Value.Position;
_cells[pos.X, pos.Y].GetComponent<HexTile>().StopFlickering(); _cells[pos.X, pos.Y].GetComponent<HexTile>().StopFlickering();
} }
} }
_parameterPoints = null; _parameterPoints = null;
onMoveState = false;
// TODO
} }
public void AttackStateEnter()
{
// State change
if (onAttackState) return;
if (onMoveState) MoveStateExit();
if (onSkillState) SkillStateExit();
onAttackState = true;
// If _selectedActor cannot attack
if (_selectedActor.MovingAttackAct == null)
return;
// Select attackable adjacent tiles
_parameterPoints = _selectedActor.PlacedPoint.Value.Adjacents();
for (int i = 0; i < _parameterPoints.Length; i++)
{
if (_selectedActor.MovingAttackAct.IsActable(_parameterPoints[i]))
{
CivModel.Position pos = _parameterPoints[i].Value.Position;
_cells[pos.X, pos.Y].GetComponent<HexTile>().FlickerRed();
}
}
}
void AttackStateExit() void AttackStateExit()
{ {
onAttackState = false; onAttackState = false;
// TODO
if (_parameterPoints == null)
return;
for (int i = 0; i < _parameterPoints.Length; i++)
{
if (_parameterPoints[i] != null)
{
CivModel.Position pos = _parameterPoints[i].Value.Position;
_cells[pos.X, pos.Y].GetComponent<HexTile>().StopFlickering();
}
}
_parameterPoints = null;
} }
void SkillStateExit() void SkillStateExit()
......
...@@ -130,7 +130,7 @@ public class UIManager : MonoBehaviour { ...@@ -130,7 +130,7 @@ public class UIManager : MonoBehaviour {
public void AttackActive() public void AttackActive()
{ {
SkillSet.SetActive(false); SkillSet.SetActive(false);
GameManager.I.AttackStateEnter();
} }
public void SkillSetActive() public void SkillSetActive()
......
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