stateful gates

This commit is contained in:
klemek
2020-12-22 14:14:55 +01:00
parent 0c64c185ab
commit 51b660318e
11 changed files with 196 additions and 126 deletions
+72 -65
View File
@@ -16,6 +16,9 @@ namespace UntitledLogicGame
#region Unity Properties
[Header("Interaction")]
public float MinDistanceInteracting;
[Header("Click")]
public float DoubleClickThreshold;
public float DoubleClickDelay;
@@ -30,8 +33,9 @@ namespace UntitledLogicGame
#region Public Properties
public static Vector3 MousePos { get; set; }
public bool Interacting => _currentCable != null || _currentGate != null;
public bool MovingObject => _currentGate != null;
public bool Interacting => DraggingCable || MovingObject;
public bool DraggingCable => _currentCable != null && (_currentCableInitialMousePos - MousePos).magnitude > MinDistanceInteracting;
public bool MovingObject => _currentGate != null && (_currentGateInitialPos == null || (_currentGateInitialPos.Value - _currentGate.transform.position).magnitude > MinDistanceInteracting);
public bool Clicking => Input.GetButton("Fire1");
public bool DeleteOnRelease { get; set; }
@@ -40,6 +44,7 @@ namespace UntitledLogicGame
#region Private Properties
private Cable _currentCable;
private Vector3 _currentCableInitialMousePos;
private Gate _currentGate;
private Vector3? _currentGateInitialPos;
private Vector3 _currentGateDelta;
@@ -57,11 +62,11 @@ namespace UntitledLogicGame
if (Clicking)
{
UpdateDrag();
UpdateDrag();
}
else
{
UpdateDrop();
UpdateDrop();
}
UpdateCursor();
@@ -78,7 +83,7 @@ namespace UntitledLogicGame
_currentGateInitialPos = created ? (Vector3?)null : _currentGate.transform.position;
foreach (var renderer in _currentGate.GetComponentsInChildren<SpriteRenderer>())
{
renderer.sortingLayerName = "moving";
renderer.sortingLayerName = "moving";
}
}
@@ -86,8 +91,8 @@ namespace UntitledLogicGame
{
if (_currentGate != null)
{
Destroy(_currentGate.gameObject);
_currentGate = null;
Destroy(_currentGate.gameObject);
_currentGate = null;
}
}
@@ -96,24 +101,24 @@ namespace UntitledLogicGame
if (Clicking)
{
_clicked += Time.deltaTime;
_clicked += Time.deltaTime;
}
else
{
if(_clicked >= DoubleClickThreshold)
{
if(Time.time - _clicktime < DoubleClickDelay)
if(_clicked >= DoubleClickThreshold)
{
_clicked = 0f;
_clicktime = 0f;
return true;
if(Time.time - _clicktime < DoubleClickDelay)
{
_clicked = 0f;
_clicktime = 0f;
return true;
}
else
{
_clicktime = Time.time;
}
}
else
{
_clicktime = Time.time;
}
}
_clicked = 0f;
_clicked = 0f;
}
return false;
}
@@ -133,22 +138,23 @@ namespace UntitledLogicGame
{
var cursor = DefaultCursor;
var position = Vector2.zero;
var interacting = _currentCable != null || _currentGate != null;
if (!Interacting && GameManager.Instance.CurrentAnchor != null || Interacting && _currentCable != null)
if (!interacting && GameManager.Instance.CurrentAnchor != null || _currentCable != null)
{
cursor = PointerCursor;
position = new Vector2(cursor.width / 2f, 0f);
cursor = PointerCursor;
position = new Vector2(cursor.width / 2f, 0f);
}
else if (!Interacting && GameManager.Instance.CurrentGate != null || Interacting && _currentGate != null)
else if (!interacting && GameManager.Instance.CurrentGate != null || _currentGate != null)
{
cursor = MoveCursor;
position = new Vector2(cursor.width / 2f, cursor.height / 2f);
cursor = MoveCursor;
position = new Vector2(cursor.width / 2f, cursor.height / 2f);
}
if(_currentCursor != cursor)
{
Cursor.SetCursor(cursor, position, CursorMode.Auto);
_currentCursor = cursor;
Cursor.SetCursor(cursor, position, CursorMode.Auto);
_currentCursor = cursor;
}
}
@@ -156,21 +162,22 @@ namespace UntitledLogicGame
{
if (_currentCable != null) // Dragging cable
{
_currentCable.FallbackEndPos = MousePos;
_currentCable.FallbackEndPos = MousePos;
}
else if (_currentGate != null) // Dragging gate
{
_currentGate.transform.position = MousePos - _currentGateDelta;
_currentGate.transform.position = MousePos - _currentGateDelta;
}
else if (GameManager.Instance.CurrentAnchor != null) // Dragging new cable
{
_currentCable = Instantiate(GameManager.Instance.CablePrefab, GameManager.Instance.CablesGroup, true);
_currentCable.StartAnchor = GameManager.Instance.CurrentAnchor;
_currentCable.FallbackEndPos = MousePos;
_currentCable = Instantiate(GameManager.Instance.CablePrefab, GameManager.Instance.CablesGroup, true);
_currentCable.StartAnchor = GameManager.Instance.CurrentAnchor;
_currentCable.FallbackEndPos = MousePos;
_currentCableInitialMousePos = MousePos;
}
else if (GameManager.Instance.CurrentGate != null) // Dragging new gate
{
DragGate(GameManager.Instance.CurrentGate, false);
DragGate(GameManager.Instance.CurrentGate, false);
}
}
@@ -178,48 +185,48 @@ namespace UntitledLogicGame
{
if (_currentCable != null) // Dropping cable
{
if (GameManager.Instance.CurrentAnchor == null || _currentCable.StartAnchor.IsInput == GameManager.Instance.CurrentAnchor.IsInput)
{
Destroy(_currentCable.gameObject);
}
else
{
_currentCable.EndAnchor = GameManager.Instance.CurrentAnchor;
}
_currentCable = null;
if (GameManager.Instance.CurrentAnchor == null || _currentCable.StartAnchor.IsInput == GameManager.Instance.CurrentAnchor.IsInput)
{
Destroy(_currentCable.gameObject);
}
else
{
_currentCable.EndAnchor = GameManager.Instance.CurrentAnchor;
}
_currentCable = null;
}
else if (_currentGate != null) // Dropping gate
{
if (DeleteOnRelease)
{
Destroy(_currentGate.gameObject);
}
else
{
foreach (var renderer in _currentGate.GetComponentsInChildren<SpriteRenderer>())
if (DeleteOnRelease)
{
renderer.sortingLayerName = "default";
Destroy(_currentGate.gameObject);
}
_currentGate.transform.position = _currentGate.transform.position.Round();
var currentBox = _currentGate.Box;
if (FindObjectsOfType<Gate>()
.Where(g => !g.Equals(_currentGate))
.Select(g => g.Box)
.Any(b => currentBox.IsTouching(b)))
else
{
// Collision with another gate
if (_currentGateInitialPos == null)
foreach (var renderer in _currentGate.GetComponentsInChildren<SpriteRenderer>())
{
Destroy(_currentGate.gameObject);
renderer.sortingLayerName = "default";
}
else
_currentGate.transform.position = _currentGate.transform.position.Round();
var currentBox = _currentGate.Box;
if (FindObjectsOfType<Gate>()
.Where(g => !g.Equals(_currentGate))
.Select(g => g.Box)
.Any(b => currentBox.IsTouching(b)))
{
_currentGate.transform.position = _currentGateInitialPos.Value; // Reset pos
// Collision with another gate
if (_currentGateInitialPos == null)
{
Destroy(_currentGate.gameObject);
}
else
{
_currentGate.transform.position = _currentGateInitialPos.Value; // Reset pos
}
}
}
}
_currentGate = null;
DeleteOnRelease = false;
_currentGate = null;
DeleteOnRelease = false;
}
}