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Added some basic GUI to get that going, Refactored several prefabs,
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Ultimately prepared as best I could for adding the next set of gameplay
elements.
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Alex Morais committed Nov 20, 2012
1 parent 9e311bf commit b93c380
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Showing 34 changed files with 284 additions and 113 deletions.
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100 changes: 66 additions & 34 deletions Assets/CamControl.js
Original file line number Diff line number Diff line change
Expand Up @@ -6,11 +6,11 @@ var posMax : int = 10;
var posMin : int = -10;
var htMax : int = 12;
var htMin : int = 4;
var camOrigin : Transform;
var camOrigin : GameObject;

public var currentSelection : Transform; // hold Fire1-selected
public var currentSelection : GameObject; // hold Fire1-selected
private var originalColorOfSelected : Color;
public var targetedSelection : Transform; // hold Fire2-selected
public var targetedSelection : GameObject; // hold Fire2-selected
private var originalColorOfTargeted : Color;

function Start () {
Expand All @@ -20,21 +20,21 @@ function Start () {

function Update () {

camPos = gameObject.Find("Main Camera").transform.position;
var camPos : Vector3 = gameObject.Find("Main Camera").transform.position;

// Camera scrolling
camPos.y = Mathf.Clamp(camPos.y + Input.GetAxis("Mouse ScrollWheel"), htMin, htMax);
gameObject.Find("Point light").light.intensity = camPos.y*0.2;

if(Input.GetKey(KeyCode.LeftShift))
{
/* Enable camera movement */

gameObject.Find("Main Camera").transform.position = Vector3(Mathf.Clamp(camPos.x + Input.GetAxis("Mouse X"), posMin, posMax),
Mathf.Clamp(camPos.y + Input.GetAxis("Mouse ScrollWheel"), htMin, htMax),
Mathf.Clamp(camPos.z + Input.GetAxis("Mouse Y"), posMin, posMax));

gameObject.Find("Point light").light.intensity = gameObject.Find("Main Camera").transform.position.y*0.2;
/* Camera movement */
camPos.x = Mathf.Clamp(camPos.x + Input.GetAxis("Mouse X"), posMin, posMax);
camPos.z = Mathf.Clamp(camPos.z + Input.GetAxis("Mouse Y"), posMin, posMax);
}
else
{
/* Mouse Picking */

var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
var hit : RaycastHit;
var layerMask : LayerMask = -1;
Expand All @@ -45,40 +45,72 @@ function Update () {
layerMask = 1 << LayerMask.NameToLayer("Forkers") |
1 << LayerMask.NameToLayer("Branchers") |
1 << LayerMask.NameToLayer("Buildings");

// Check if we hit a selectable object like a unit or building
if(Physics.Raycast(ray, hit, Mathf.Infinity, layerMask))
{
Debug.Log(String.Format("Targeted {0}", hit.transform.name));
if(null != currentSelection)
{
currentSelection.renderer.material.color = originalColorOfSelected;
}

currentSelection = hit.transform; // grab the object that we hit, so we can move it around
originalColorOfSelected = currentSelection.renderer.material.color;
currentSelection.renderer.material.color = Color.magenta;
SelectObject(GameObject.Find(hit.transform.name));
}
}
else if((null != currentSelection) && (Input.GetButtonDown("Fire2")))

if((null != currentSelection) && (Input.GetButtonUp("Fire2")))
{
Debug.Log("Fire2 pressed");
layerMask = 1 << LayerMask.NameToLayer("Selectable") |
1 << LayerMask.NameToLayer("Trees");
1 << LayerMask.NameToLayer("Trees") |
1 << LayerMask.NameToLayer("Buildings");

// Operate on targetedSelection accordingly
if(Physics.Raycast(ray, hit, Mathf.Infinity, layerMask))
{
Debug.Log(String.Format("Targeted {0}", hit.transform.name));
if(null != targetedSelection)
{
targetedSelection.renderer.material.color = originalColorOfTargeted;
}

Debug.Log(String.Format("hit ({0})", hit.transform.name));
targetedSelection = hit.transform;
originalColorOfTargeted = targetedSelection.renderer.material.color;
targetedSelection.renderer.material.color = Color.green;
TargetObject(GameObject.Find(hit.transform.name));
}
}
}

gameObject.Find("Main Camera").transform.position = camPos;
}

function ClearCurrentSelection()
{
if(null != currentSelection)
{
currentSelection.renderer.material.color = originalColorOfSelected;

//TODO: Use a selected mat
}
}

function ClearCurrentTargeted()
{
if(null != targetedSelection)
{
targetedSelection.renderer.material.color = originalColorOfTargeted;
}
}

function SelectObject(selected : GameObject)
{
ClearCurrentSelection();
ClearCurrentTargeted();

currentSelection = selected;
originalColorOfSelected = currentSelection.renderer.material.color;
currentSelection.renderer.material.color = Color.magenta;

// Update the UI to describe the object that was clicked
}

function TargetObject(targeted : GameObject)
{
ClearCurrentTargeted();

targetedSelection = targeted;
originalColorOfTargeted = targetedSelection.renderer.material.color;
targetedSelection.renderer.material.color = Color.green;
}

function BlinkTargeted()
{
//TODO:
}
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