Fix slider min max unit values
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5f7b12c28c
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@ -58,6 +58,7 @@ class Modal: GKEntity{
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for base in currentDraggedBase!.adjacencyList {
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if base == collisionBase {
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EntityManager.sharedInstance.update((currentDraggedBase?.doPlayerMoveTypeToBase(base: base, playerMoveType: PlayerMoveType.AtkMove, units: Int(GameScene.sendUnits)))!)
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GameScene.sendUnits = 0
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}
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}
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}
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@ -93,6 +93,7 @@ class GameScene: SKScene{
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base: entity as! Base,
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anchorPoint: CGPoint(x: self.size.width / 2 , y: self.size.height / 2),
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gameScene: self, currentDraggedBase: currentDraggedBase, touchLocation: touchLocation, collisionBase: collisionBase))
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}
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}
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}
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@ -106,6 +107,8 @@ class GameScene: SKScene{
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base: currentDraggedBase!,
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anchorPoint: CGPoint(x: self.size.width / 2 , y: self.size.height / 2),
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gameScene: self, currentDraggedBase: currentDraggedBase, touchLocation: touchLocation, collisionBase: collisionBase))
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GameScene.sendUnits = CGFloat(currentDraggedBase!.unitCount / 2)
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}
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}
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}
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@ -115,7 +118,7 @@ class GameScene: SKScene{
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if let body = e.component(ofType: ModalContentComponent.self)?.body{
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GameScene.sendUnits = ((e.component(ofType: SliderComponent.self)?.sliderNode.getValue ?? 0) * CGFloat((e as! Modal).unitCount)).rounded(.up)
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//TODO: refactor this quick and dirty fix
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//TODO: quick fix chauntalle die olle mach augen auf
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if GameScene.sendUnits == 0 {
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GameScene.sendUnits = 1
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} else if Int(GameScene.sendUnits) == currentDraggedBase?.unitCount {
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