private void Start() { unitManager = GetComponent <MapUnitManager>(); myShip = Instantiate(shipPrefab, unitManager.unitParent); unitManager.myShip = myShip; }
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; } }
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."; } }