Ejemplo n.º 1
0
        public void AddUnit(WaveUnit Unit)
        {
            Units.Add(Unit);
            Unit.Cloaked  = FactionCard.CloakMode;
            Unit.Summoner = FactionCard.SummonMode;
            Unit.Huge     = FactionCard.HugeMode;

            string b = Unit.Cloaked ? "Cloaked " :
                       Unit.Summoner ? "Summoner " :
                       Unit.Huge ? "Huge " : "";

            if (Unit.Card != null)
            {
                if (Unit.StartingUnitCount > 1)
                {
                    TextItems.AddLast(new WaveCardText(Unit.StartingUnitCount.ToString() + " " + b +
                                                       Unit.Card.Name + (Unit.StartingUnitCount > 1 ? "s." : ".")));
                }
                else
                {
                    TextItems.AddLast(new WaveCardText(b + Unit.Card.Name +
                                                       (Unit.StartingUnitCount > 1 ? "s." : ".")));
                }
            }
        }
Ejemplo n.º 2
0
        public virtual void Update(GameTime gameTime)
        {
            if (!CanSpawnUnits)
            {
                return;
            }

            UnitTimer += gameTime.ElapsedGameTime.Milliseconds;

            while (UnitTimer > MaxUnitTimer)
            {
                int reps = 100;

                UnitTimer -= MaxUnitTimer;

                WaveUnit waveUnit = null;

                do
                {
                    reps--;

                    CurrentUnit++;
                    if (CurrentUnit >= Units.Count)
                    {
                        CurrentUnit = 0;
                    }

                    waveUnit = Units[CurrentUnit];
                }while ((waveUnit.Card.GetType().IsSubclassOf(typeof(PlayerCard)) ||
                         waveUnit.Card.GetType().IsSubclassOf(typeof(StrikeCard)) ||
                         waveUnit.UnitCount < 1) && reps > 0);

                waveUnit.UnitCount--;

                CanSpawnUnits = false;
                foreach (WaveUnit w in Units)
                {
                    if (w.UnitCount > 0 && !w.Card.GetType().IsSubclassOf(typeof(PlayerCard)) && !w.Card.GetType().IsSubclassOf(typeof(StrikeCard)))
                    {
                        CanSpawnUnits = true;
                    }
                }

                LevelMult = 2;

                for (int i = 0; i < waveUnit.Card.GetUnitBuildNumber(); i++)
                {
                    UnitBasic u = waveUnit.Card.GetUnit(NeutralManager.NeutralFaction);
                    if (u == null)
                    {
                        //throw new Exception("Null unit error");
                        return;
                    }

                    WaveManager.self.ParentLevel.AddObject(u);
                    u.SetLevel(waveUnit.Level * LevelMult, 1);
                    NeutralManager.SpawnUnit(u);

                    if (u.GetType().IsSubclassOf(typeof(UnitShip)))
                    {
                        UnitShip u2 = (UnitShip)u;
                        u2.CanCloak   = waveUnit.Cloaked;
                        u2.CanSummon  = waveUnit.Summoner;
                        u2.IsHuge     = waveUnit.Huge;
                        u2.SummonCard = (UnitCard)waveUnit.Card;
                    }
                }
            }
        }