Reset all bases when moveTouch is finished

This commit is contained in:
Marcel Schwarz 2020-05-24 14:48:17 +02:00
parent bb9582bee9
commit 2c31d923c6

View File

@ -44,12 +44,15 @@ class GameScene: SKScene{
let touchLocation = touch.location(in: self) let touchLocation = touch.location(in: self)
if isMoveTouch{ if isMoveTouch {
isMoveTouch = false isMoveTouch = false
currentDraggedBase!.component(ofType: DefaultBaseComponent.self)?.spriteNode.position = currentDraggedBase!.position moveFireAndBase(base: currentDraggedBase!, touchLocation: currentDraggedBase!.position)
currentDraggedBase!.component(ofType: TeamComponent.self)?.fire.position = currentDraggedBase!.position
currentDraggedBase!.component(ofType: DefaultBaseComponent.self)?.labelNode?.position = CGPoint(x: currentDraggedBase!.position.x + 30, y: currentDraggedBase!.position.y - 50)
addAttackDetails(touchLocation: touchLocation) addAttackDetails(touchLocation: touchLocation)
entityManager.getBasesByPlayer(for: GKLocalPlayer.local).forEach({base in
moveFireAndBase(base: base, touchLocation: base.position)
})
} }
else { else {
for entity in entityManager.entities { for entity in entityManager.entities {