cleaned up modal, added func for sending units
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@ -11,7 +11,6 @@ import GameplayKit
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class Modal: GKEntity{
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var unitCount:Int
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//var currentDraggedBase: Base?
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init(modaltype: ModalType, base: Base, anchorPoint: CGPoint, entityManager: EntityManager, gameScene: GameScene, currentDraggedBase: Base?, touchLocation: CGPoint) {
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unitCount = base.unitCount
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@ -29,22 +28,8 @@ class Modal: GKEntity{
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addComponent(ModalContentComponent(header: "Angriff", body: "Schicke \(unitCount / 2) Einheiten",
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footer: "", anchorPoint: anchorPoint))
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addComponent(ButtonComponent(iconName: "", text: "Senden", position: CGPoint(x: anchorPoint.x , y: anchorPoint.y - 120), isEnabled: true, onButtonPress: {
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//on Button press: sollen einheiten verrechnet werden,bei einheiten größer 0 feuer, entities removed werden
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// self.currentDraggedBase!.component(ofType: TeamComponent.self)?.fire.position = currentDraggedBasePos
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for base in currentDraggedBase!.adjacencyList {
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print("in here")
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if gameScene.atPoint(touchLocation) == base.component(ofType: DefaultBaseComponent.self)?.spriteNode {
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print("in here 2")
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if !(entityManager.getTeamByBase(base: currentDraggedBase!) == entityManager.getTeamByBase(base: base)){
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print("sendUnits \(Int(GameScene.sendUnits))")
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entityManager.update((currentDraggedBase?.attackBase(base: base, units: Int(GameScene.sendUnits)))!)
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// print("in here 3")
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// sendUnits = 0
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}
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}
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}
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self.sendUnits(currentDraggedBase: currentDraggedBase, touchLocation: touchLocation, entityManager: entityManager, gameScene: gameScene)
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self.removeModalEntities(entityManager: entityManager, gameScene: gameScene)
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}))
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addComponent(CancelBtnComponent(iconName: "", text: "", position: CGPoint(x: anchorPoint.x + 160, y: anchorPoint.y + 140), isEnabled: true, onButtonPress: {
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self.removeModalEntities(entityManager: entityManager, gameScene: gameScene)
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@ -68,4 +53,14 @@ class Modal: GKEntity{
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}
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}
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}
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func sendUnits(currentDraggedBase: Base?, touchLocation: CGPoint, entityManager: EntityManager, gameScene: GameScene){
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for base in currentDraggedBase!.adjacencyList {
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if gameScene.atPoint(touchLocation) == base.component(ofType: DefaultBaseComponent.self)?.spriteNode {
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if !(entityManager.getTeamByBase(base: currentDraggedBase!) == entityManager.getTeamByBase(base: base)){
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entityManager.update((currentDraggedBase?.attackBase(base: base, units: Int(GameScene.sendUnits)))!)
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}
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}
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}
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}
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}
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