Units now only shown in slider of modal as Integer
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00f8fbc61a
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@ -16,7 +16,7 @@ class GameScene: SKScene{
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var isMoveTouch = false
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var isMoveTouch = false
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var currentDraggedBase : Base?
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var currentDraggedBase : Base?
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static var sendUnits: CGFloat = 0
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static var sendUnits: Int = 0
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var collisionBase: Base?
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var collisionBase: Base?
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override func sceneDidLoad() {
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override func sceneDidLoad() {
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@ -113,7 +113,7 @@ class GameScene: SKScene{
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touchLocation: touchLocation,
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touchLocation: touchLocation,
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collisionBase: collisionBase)
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collisionBase: collisionBase)
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)
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)
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GameScene.sendUnits = CGFloat(currentDraggedBase!.unitCount / 2)
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GameScene.sendUnits = Int(currentDraggedBase!.unitCount / 2)
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}
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}
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}
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}
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}
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}
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@ -123,7 +123,7 @@ class GameScene: SKScene{
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for e in entityManager.entities{
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for e in entityManager.entities{
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if let modal = e as? Modal {
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if let modal = e as? Modal {
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if modal.type == ModalType.BaseAttack || modal.type == ModalType.BaseMoveOwnUnits {
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if modal.type == ModalType.BaseAttack || modal.type == ModalType.BaseMoveOwnUnits {
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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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GameScene.sendUnits = Int(((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: refactor this quick and dirty fix
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if GameScene.sendUnits == 0 {
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if GameScene.sendUnits == 0 {
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