Beispiel #1
0
 public override void Notice()
 {
     // find all enemy units on field.
     foreach (Unit u in UnitManager.Instance.GetUnitsByTeam(team))
     {
         if (u.isBoss & !includingBosses)
         {
             continue;
         }
         AIUtility.AITypeChanger(u, changeTo);
     }
 }
Beispiel #2
0
    public override void Notice()
    {
        Character c = null;

        if (rosterCharacter != "")
        {
            c = UnitRoster.Instance.GetCharacter(rosterCharacter);
        }
        else
        {
            c = CharacterDB.Instance.GetCharacter(databaseCharacter);
        }
        if (level > 0)
        {
            c.Level = level;
        }

        Unit iSpawned = Unit.Create(c);

        iSpawned.name = (rosterCharacter != null) ? databaseCharacter : rosterCharacter;

        Tile targetTile = TileGrid.Instance.GetTileAt(transform.position);

        if (!iSpawned.MoveTo(targetTile))
        {
            if (targetTile.North == null || !iSpawned.MoveTo(targetTile.North))
            {
                if (targetTile.South == null || !iSpawned.MoveTo(targetTile.South))
                {
                    if (targetTile.East == null || !iSpawned.MoveTo(targetTile.East))
                    {
                        if (targetTile.West == null || !iSpawned.MoveTo(targetTile.West))
                        {
                            Debug.LogWarning("Unable to Spawn unit!");                             // TODO make sure this cannot happen!
                        }
                    }
                }
            }
        }

        iSpawned.team = team;
        if (changeAI)
        {
            try{
                AIUtility.AITypeChanger(iSpawned, ai);
                //UnityEngineInternal.APIUpdaterRuntimeServices.AddComponent(iSpawned.gameObject, "Assets/Event/EventTargets/SpawnUnit.cs (32,5)", ai.ToString());
            }catch (UnityException e) {
                Debug.LogException(e);
            }
        }
    }