private void Start() { canvasManager = GameObject.FindWithTag("GameManager").GetComponent <CanvasManager>(); buildBuilding = GetComponent <BuildBuilding>(); upgradeFarmHouse = farmHouse.GetComponent <UpgradeBuilding>(); upgradeFarm = farm.GetComponent <UpgradeBuilding>(); upgradeHouse = house.GetComponent <UpgradeBuilding>(); upgradeTower = tower.GetComponent <UpgradeBuilding>(); StartCoroutine(Print()); StartCoroutine(Logging()); StartCoroutine(Quarring()); StartCoroutine(Forging()); extraMoney++; extraWood++; extraStone++; extraHay++; LevelMoney++; LevelWood++; LevelStone++; LevelHay++; }
void Start() { build = GetComponent <BuildBuilding>(); ui = GetComponent <UI>(); //nacte veze ve slozkach Towers = Resources.LoadAll <GameObject>("Towers"); }
// Update is called once per frame void Update() { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit, 50000.0f, (1 << 8))) { transform.position = new Vector3(hit.point.x, hit.point.y + offset , hit.point.z); } if (CanPlace && Input.GetMouseButtonDown(0)) { animationPrefabInstance = Instantiate(animationPrefab, transform.position, transform.rotation); this.gameObject.SetActive(false); Invoke("CompleteConstruction", 3); CurrentlySelected = null; } if (Input.GetMouseButton(1)) { CurrentlySelected = null; Destroy(gameObject); } bool isShiftDown = false; if (Input.GetKey(KeyCode.LeftShift)) { isShiftDown = true; } if (isShiftDown) { if (Input.GetKey(KeyCode.E)) { transform.eulerAngles = new Vector3(transform.eulerAngles.x, Mathf.Round(transform.eulerAngles.y / increment) * increment, transform.eulerAngles.z); } else if (Input.GetKey(KeyCode.Q)) { transform.eulerAngles = new Vector3(transform.eulerAngles.x, Mathf.Round(transform.eulerAngles.y / increment) * increment, transform.eulerAngles.z); } } else { if (Input.GetKey(KeyCode.E)) { transform.Rotate(Vector3.up); } else if (Input.GetKey(KeyCode.Q)) { transform.Rotate(-Vector3.up); } } }
private void onBuild(string[] data) { Vector3 tt = new Vector3(float.Parse(data[3]), float.Parse(data[4]), float.Parse(data[5])); BuildBuilding b = this.GetComponent <BuildBuilding>(); Unit u = new Unit(); u.pos = tt; u.id = EnemeyBuildId; EnemeyBuildId++; u.go = b.createBuilding(data[2], tt, 0f); myPlayerHandler.EnemyBuildings.Add(u); }
// Start is called before the first frame update void Start() { camera = GetComponentInParent <Camera>(); selectedUnits = transform.GetComponent <GameControls>().selectedUnits; buildbuilding = transform.GetComponent <BuildBuilding>(); }
private void Start() { WoodBackground = Resources.Load <Sprite>("Sprites/podlaha") as Sprite; SteelBackground = Resources.Load <Sprite>("Sprites/Steel") as Sprite; Coin = Resources.Load <Sprite>("Sprites/Coin") as Sprite; WoodPanel = Resources.Load <Sprite>("Sprites/Wood") as Sprite; Dirt = Resources.Load <Sprite>("Sprites/Dirt") as Sprite; Heart = Resources.Load <Sprite>("Sprites/heart") as Sprite; TowerWR = Resources.Load <Sprite>("Sprites/OrangeLv1_erb") as Sprite; TowerBW = Resources.Load <Sprite>("Sprites/BlueLv1_erb") as Sprite; TowerYR = Resources.Load <Sprite>("Sprites/RedLv1_erb") as Sprite; SellSprite = Resources.Load <Sprite>("Sprites/SellButton2") as Sprite; UpgradeSprite = Resources.Load <Sprite>("Sprites/UpgradeButton2") as Sprite; GameObject YRMageTowerLv1Model = Resources.Load("Towers/TowersYR/YRVezLv1Mage") as GameObject; GameObject BWMageTowerLv1Model = Resources.Load("Towers/TowersBW/BWMageTowerLv1") as GameObject; GameObject WRMageTowerLv1Model = Resources.Load("Towers/TowersWR/WRMageTowerLv1") as GameObject; //nacte font pro text ArialFont = (Font)Resources.GetBuiltinResource(typeof(Font), "Arial.ttf"); build = gameObject.GetComponent <BuildBuilding>(); sellAndupgrade = gameObject.GetComponent <SellandUpgrade>(); BWMageTowerLv1 = new GameObject(); BWMageTowerLv1Text = new GameObject(); YRMageTowerLv1 = new GameObject(); YRMageTowerLv1Text = new GameObject(); WRMageTowerLv1 = new GameObject(); WRMageTowerLv1Text = new GameObject(); BuildCan = new GameObject(); BuildNode = new GameObject(); UpgradeCan = new GameObject(); UpgradeNode = new GameObject(); UpgradeButt = new GameObject(); UpgradeText = new GameObject(); SellButt = new GameObject(); SellText = new GameObject(); WorldCan = new GameObject(); WorldNode = new GameObject(); TopPanel = new GameObject(); TopPanelCoinPlace = new GameObject(); TopPanelCoin = new GameObject(); TopPanelCoinCount = new GameObject(); TopPanelCoinCountCash = new GameObject(); TopPanelLifePlace = new GameObject(); TopPanelLife = new GameObject(); TopPanelLifePlaceNummber = new GameObject(); TopPanelLifeNummber = new GameObject(); // vytvori novy kanvas na vlozeni dvou tlacitek lze s nim pohybovat CreateCanvas(BuildNode, BuildCan, BuildCanName); CanvasSetSize(BuildCan); // vlozi do kanvasu dve tlacitka predem nastavena v metode CreateButton(BuildCan, BWMageTowerLv1, BWMageTowerLv1Text, BWMageTowerLv1Name); CreateButton(BuildCan, YRMageTowerLv1, YRMageTowerLv1Text, YRMageTowerLv1Name); CreateButton(BuildCan, WRMageTowerLv1, WRMageTowerLv1Text, WRMageTowerLv1Name); //opet vytvori novy kanvas stejneho typu CreateCanvas(UpgradeNode, UpgradeCan, UpgradeCanName); CanvasSetSize(UpgradeCan); // prida znovu dve tlacitka CreateButton(UpgradeCan, UpgradeButt, UpgradeText, UpgradeButtName); CreateButton(UpgradeCan, SellButt, SellText, SellButtName); CreateCanvas(WorldNode, WorldCan, WorldCanName); WorldCan.GetComponent <Canvas>().renderMode = RenderMode.ScreenSpaceOverlay; Destroy(WorldCan.GetComponent <HorizontalLayoutGroup>()); WorldNode.SetActive(true); CanvasScaler WorldCanScaler = WorldCan.GetComponent <CanvasScaler>(); WorldCanScaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize; WorldCanScaler.referenceResolution = new Vector2(1920, 1080); CreatePanel(TopPanel, WorldCan, TopPanelName, WoodBackground); //3 tlacitka pokazde postavi 1. level dane veze Button ButtWRMageTowerLv1 = WRMageTowerLv1.GetComponent <Button>(); ButtWRMageTowerLv1.GetComponent <Image>().sprite = TowerWR; ButtWRMageTowerLv1.onClick.AddListener(() => { buildTower(WRMageTowerLv1Model, build.PlanePosition, BuildNode, build.plane, build.PlaneCanvasclicked); }); Button ButtYRMageTowerLv1 = YRMageTowerLv1.GetComponent <Button>(); ButtYRMageTowerLv1.GetComponent <Image>().sprite = TowerYR; ButtYRMageTowerLv1.onClick.AddListener(() => { buildTower(YRMageTowerLv1Model, build.PlanePosition, BuildNode, build.plane, build.PlaneCanvasclicked); }); Button BWMageTowerLv1_Model = BWMageTowerLv1.GetComponent <Button>(); BWMageTowerLv1_Model.GetComponent <Image>().sprite = TowerBW; BWMageTowerLv1_Model.onClick.AddListener(() => { buildTower(BWMageTowerLv1Model, build.PlanePosition, BuildNode, build.plane, build.PlaneCanvasclicked); }); //tlacitko po kterem se spusti akci upgrade veze Button Upgrade = UpgradeButt.GetComponent <Button>(); Upgrade.GetComponent <Image>().sprite = UpgradeSprite; Upgrade.onClick.AddListener(() => { sellAndupgrade.Upgrade(); }); //tlacitko po kterem se spusti akci prodani veze Button Sell = SellButt.GetComponent <Button>(); Sell.GetComponent <Image>().sprite = SellSprite; Sell.onClick.AddListener(() => { sellAndupgrade.Sell(); }); //vytvori Eventsystem k fungovani tlacitka GameObject listener = new GameObject("EventSystem", typeof(EventSystem)); listener.AddComponent <StandaloneInputModule>(); listener.AddComponent <BaseInput>(); // horni panel RectTransform TopPanelPos = TopPanel.GetComponent <RectTransform>(); TopPanelPos.sizeDelta = new Vector2(TopPanelWidth, TopPanelHeight); Vector3[] TopPanelCorners = new Vector3[4]; TopPanelPos.GetLocalCorners(TopPanelCorners); RectTransform world = WorldCan.GetComponent <RectTransform>(); Vector3[] worldcorners = new Vector3[4]; world.GetWorldCorners(worldcorners); TopPanelPos.anchorMax = new Vector2(0, 1); TopPanelPos.anchorMin = new Vector2(0, 1); TopPanelPos.position = worldcorners[1] - TopPanelCorners[1]; //Panel v kterem se nachazi panel s obrazkem penizku a ukazujici pocet CreatePanel(TopPanelCoinPlace, TopPanel, TopPanelCoinPlaceName, SteelBackground); RectTransform TopPanelCoinPlacePos = TopPanelCoinPlace.GetComponent <RectTransform>(); TopPanelCoinPlacePos.anchorMax = new Vector2(0, 1); TopPanelCoinPlacePos.anchorMin = new Vector2(0, 1); TopPanelCoinPlacePos.sizeDelta = new Vector2(TopPanelWidth / 2, TopPanelHeight); TopPanelCoinPlacePos.anchoredPosition = new Vector2(TopPanelCoinPlacePos.sizeDelta.x / 2, -TopPanelCoinPlacePos.sizeDelta.y / 2); // panel v kterem je obrazek penizku CreatePanel(TopPanelCoin, TopPanelCoinPlace, TopPanelCoinName, Coin); RectTransform TopPanelCoinPos = TopPanelCoin.GetComponent <RectTransform>(); TopPanelCoinPos.anchorMax = new Vector2(0, 1); TopPanelCoinPos.anchorMin = new Vector2(0, 1); TopPanelCoinPos.sizeDelta = new Vector2(TopPanelWidth / 6, TopPanelHeight); TopPanelCoinPos.anchoredPosition = new Vector2(TopPanelCoinPos.sizeDelta.x / 2, -TopPanelCoinPos.sizeDelta.y / 2); //panel ukazujici pocet penez CreatePanel(TopPanelCoinCount, TopPanelCoinPlace, TopPanelCoinCountName, WoodPanel); RectTransform TopPanelCoinCountPos = TopPanelCoinCount.GetComponent <RectTransform>(); TopPanelCoinCountPos.anchorMax = new Vector2(1, 1); TopPanelCoinCountPos.anchorMin = new Vector2(1, 1); TopPanelCoinCountPos.anchoredPosition = new Vector2(-TopPanelCoinPos.sizeDelta.x, -TopPanelCoinPos.sizeDelta.y / 2); TopPanelCoinCountPos.sizeDelta = new Vector2(TopPanelWidth / 2 - TopPanelWidth / 6, TopPanelHeight); // text ktery se meni podle poctu penez CreateText(TopPanelCoinCountCash, TopPanelCoinCount, TopPanelCoinCountCashText); TopPanelCoinCountCash.GetComponent <Text>().color = new Color32(255, 255, 255, 255); //Panel v kterem se nachazi panel s obrazkem zivotu a poctem zivotu CreatePanel(TopPanelLifePlace, TopPanel, TopPanelLifePlaceName, Dirt); RectTransform TopPanelLifePlacePos = TopPanelLifePlace.GetComponent <RectTransform>(); TopPanelLifePlacePos.anchorMax = new Vector2(1, 1); TopPanelLifePlacePos.anchorMin = new Vector2(1, 1); TopPanelLifePlacePos.sizeDelta = new Vector2(TopPanelWidth / 2, TopPanelHeight); TopPanelLifePlacePos.anchoredPosition = new Vector2(-TopPanelLifePlacePos.sizeDelta.x / 2, -TopPanelLifePlacePos.sizeDelta.y / 2); // panel v kterem je obrazek srdicka CreatePanel(TopPanelLife, TopPanelLifePlace, TopPanelLifeName, Heart); RectTransform TopPanelLifePos = TopPanelLife.GetComponent <RectTransform>(); TopPanelLifePos.anchorMax = new Vector2(0, 1); TopPanelLifePos.anchorMin = new Vector2(0, 1); TopPanelLifePos.sizeDelta = new Vector2(TopPanelWidth / 6, TopPanelHeight); TopPanelLifePos.anchoredPosition = new Vector2(TopPanelLifePos.sizeDelta.x / 2, -TopPanelLifePos.sizeDelta.y / 2); //panel ukazujici pocet zivotu CreatePanel(TopPanelLifePlaceNummber, TopPanelLifePlace, TopPanelLifePlaceNummberName, WoodPanel); RectTransform TopPanelLifePlaceNummberPos = TopPanelLifePlaceNummber.GetComponent <RectTransform>(); TopPanelLifePlaceNummberPos.anchorMax = new Vector2(1, 1); TopPanelLifePlaceNummberPos.anchorMin = new Vector2(1, 1); TopPanelLifePlaceNummberPos.anchoredPosition = new Vector2(-TopPanelLifePlaceNummberPos.sizeDelta.x / 2, -TopPanelLifePlaceNummberPos.sizeDelta.y / 5); TopPanelLifePlaceNummberPos.sizeDelta = new Vector2(TopPanelWidth / 2 - TopPanelWidth / 6, TopPanelHeight); // text ktery se meni podle poctu zivotu CreateText(TopPanelLifeNummber, TopPanelLifePlaceNummber, TopPanelLifeNummberText); TopPanelLifeNummber.GetComponent <Text>().color = new Color32(255, 255, 255, 255); }
void TaskOnClick() { print(yourButton.name); BuildBuilding b = GameObject.Find("Client").GetComponent <BuildBuilding>(); switch (yourButton.name) { case "barracks": b.barracksFunc = true; b.inBuilding = true; b.wait = false; b.canvasButton = true; break; case "townhall": b.townhallFunc = true; b.inBuilding = true; b.wait = false; b.canvasButton = true; break; case "stable": b.stableFunc = true; b.inBuilding = true; b.wait = false; b.canvasButton = true; break; case "farm": b.farmFunc = true; b.inBuilding = true; b.wait = false; b.canvasButton = true; break; case "forge": b.forgeFunc = true; b.inBuilding = true; b.wait = false; b.canvasButton = true; break; } /* Vector3 yy = new Vector3(UnityEngine.Random.Range(40.0f, 120.0f), 88.16667f, UnityEngine.Random.Range(15f, 50.0f)); * * var angles = transform.rotation.eulerAngles; * angles.z = 0; * angles.x = 0; * angles.y = 0; * * * g = Instantiate(swordsMan, new Vector3(yy.x, yy.y, yy.z), Quaternion.Euler(angles)); * * * Unit unit = new Unit(); * unit.go = g; * unit.unitName = swordsMan.name; * unit.Enemy = false; * unit.pos.x = yy.x; * unit.pos.y = yy.y; * unit.pos.z = yy.z; * unit.rot = Quaternion.Euler(angles).y; * unit.state = 0; * * unit.id = IdCount; * IdCount += 1; * GameObject c = GameObject.Find("Client").gameObject; * Client cc = c.GetComponent<Client>(); * unit.go.GetComponent<ClickToMove>().enabled = true; * unit.go.GetComponent<SoldierScript>().enabled = true; * if (Input.GetMouseButtonUp(0)) * cc.CreateUnit(unit); */ }