Ejemplo n.º 1
0
 bool tryToSpawnUnit(UnitToSpawn unitToTryToSpawn)
 {
     if (unitToTryToSpawn.timeBeforSpawn <= time)
     {
         GameObject newUnit = Instantiate(unitToTryToSpawn.unit);
         newUnit.transform.position              = unitToTryToSpawn.position;
         newUnit.GetComponent <Soldat>().camp    = unitToTryToSpawn.faction;
         newUnit.transform.parent                = unitsContainer.transform;
         newUnit.GetComponent <Soldat>().element = unitToTryToSpawn.element;
         newUnit.GetComponent <Soldat>().chemin  = unitToTryToSpawn.chemin;
         newUnit.GetComponent <Soldat>().etape   = unitToTryToSpawn.etape;
         return(true);
     }
     else
     {
         return(false);
     }
 }
Ejemplo n.º 2
0
 void startRound()
 {
     GameObject[] barracks = GameObject.FindGameObjectsWithTag("barrack");
     foreach (GameObject barrack in barracks)
     {
         Baraquement barrackScript = barrack.GetComponent <Baraquement>();
         for (uint index = 0; index < barrackScript.nbUnitToSpawnPerRound; ++index)
         {
             UnitToSpawn unitToSpawnToAdd = new UnitToSpawn();
             unitToSpawnToAdd.unit           = barrackScript.unitToSpawn;
             unitToSpawnToAdd.position       = barrack.transform.position;
             unitToSpawnToAdd.faction        = barrackScript.camp;
             unitToSpawnToAdd.element        = barrackScript.element;
             unitToSpawnToAdd.chemin         = barrackScript.chemin;
             unitToSpawnToAdd.etape          = barrackScript.etape;
             unitToSpawnToAdd.timeBeforSpawn = index * barrackScript.spawnInterval;
             unitsToSpawn.Add(unitToSpawnToAdd);
         }
     }
     ++nbRound;
     time = 0;
 }