private void Start()
    {
        unitManager = GetComponent <MapUnitManager>();

        myShip = Instantiate(shipPrefab, unitManager.unitParent);

        unitManager.myShip = myShip;
    }
Beispiel #2
0
 public void CampLoad(MapGlobal MapGlobal, HexGrid grid, Fleet newFleet, HexCoordinates coordinates, int camp, int i)
 {
     grid.AddFleetUnit(newFleet, grid.GetCell(coordinates), camp);
     for (int j = 0; j < MapGlobal.Fleets[i].MapShip.Length; j++)
     {
         MapShip newShip = Instantiate(grid.shipPrefabs[MapGlobal.Fleets[i].MapShip[j].shipTypeIndex]);
         newFleet.mapShipList.Add(newShip);
         newShip.transform.SetParent(newFleet.transform);
         newShip.MaxDefence    = MapGlobal.Fleets[i].MapShip[j].maxDefence;
         newShip.defence       = MapGlobal.Fleets[i].MapShip[j].defence;
         newShip.attack        = MapGlobal.Fleets[i].MapShip[j].attack;
         newShip.speed         = MapGlobal.Fleets[i].MapShip[j].speed;
         newShip.shipTypeIndex = MapGlobal.Fleets[i].MapShip[j].shipTypeIndex;
     }
 }
Beispiel #3
0
        void CreateUnit()
        {
            HexCell cell = GetCellUnderCursor();

            if (cell && !cell.FleetUnit)
            {
                //HexUnit unit = Instantiate(HexUnit.unitPrefab);
                // unit.transform.SetParent(hexGrid.transform, false);
                //unit.Location = cell;
                //cell.Unit = hexGrid.unitPrefab;
                if (activeUnitCamp == 0)
                {
                    Fleet newFleet = Instantiate(hexGrid.unitPrefabs[0]);
                    hexGrid.AddFleetUnit(newFleet, cell, activeUnitCamp);
                    cell.FleetUnit.camp = 0;
                    for (int i = 0; i < newFleet.shipTypeIndex.Count; i++)
                    {
                        MapShip newShip = Instantiate(hexGrid.shipPrefabs[newFleet.shipTypeIndex[i]]);
                        newFleet.mapShipList.Add(newShip);
                        newShip.transform.SetParent(newFleet.transform);
                    }
                }
                if (activeUnitCamp == 1)
                {
                    Fleet newFleet = Instantiate(hexGrid.unitPrefabs[1]);
                    hexGrid.AddFleetUnit(newFleet, cell, activeUnitCamp);
                    cell.FleetUnit.camp = 1;
                    for (int i = 0; i < newFleet.shipTypeIndex.Count; i++)
                    {
                        MapShip newShip = Instantiate(hexGrid.shipPrefabs[newFleet.shipTypeIndex[i]]);
                        newFleet.mapShipList.Add(newShip);
                        newShip.transform.SetParent(newFleet.transform);
                    }
                }
                if (activeUnitCamp == 2)
                {
                    Fleet newFleet = Instantiate(hexGrid.unitPrefabs[2]);
                    hexGrid.AddFleetUnit(newFleet, cell, activeUnitCamp);
                    cell.FleetUnit.camp = 2;
                    for (int i = 0; i < newFleet.shipTypeIndex.Count; i++)
                    {
                        MapShip newShip = Instantiate(hexGrid.shipPrefabs[newFleet.shipTypeIndex[i]]);
                        newFleet.mapShipList.Add(newShip);
                        newShip.transform.SetParent(newFleet.transform);
                    }
                }
            }
        }
    private void Start()
    {
        portal = unit as MapPortalUnit;

        mapName = portal.mapName;

        myShip = unit.unitManager.myShip;

        if (unit.isCloseToShip())
        {
            text.text = "Move to " + mapName + "?";
        }
        else
        {
            text.text = "Portal to " + mapName + ". Please move ship closer to use the portal.";
        }
    }