Example #1
0
    void UpdateStatics()
    {
        _TUnit = tUnit;
        _BUnit = bUnit;
        leftTeam.baseScript  = leftTeam.baseObject.GetComponent <StatueScript>();
        rightTeam.baseScript = rightTeam.baseObject.GetComponent <StatueScript>();
        _LTeam = leftTeam;
        _RTeam = rightTeam;

        _Top               = top;
        _Bottom            = bottom;
        _Left              = left;
        _Right             = right;
        _ArenaDiv          = arenaDiv;
        _BaseMoveOnMeasure = basesOnMeasures;
    }
Example #2
0
    public void SpawnBass(int team)
    {
        Vector2    spawnPoint;
        GameObject attackBase;

        switch (team)
        {
        case 0:
            spawnPoint = GM._LTeam.baseScript.spawner.position;
            attackBase = rightBase;
            GM._LTeam.triggerScript.TakeDamage(GM._BUnit.spawnCost);
            break;

        case 1:
            spawnPoint = GM._RTeam.baseScript.spawner.position;
            attackBase = leftBase;
            GM._RTeam.triggerScript.TakeDamage(GM._BUnit.spawnCost);
            break;

        default:
            return;
        }

        GameObject newUnit = Instantiate(bUnit, spawnPoint, Quaternion.identity) as GameObject;

        BassUnit u = GM._BUnit;

        newUnit.GetComponent <BassUnitScript>().BassSetup(team, attackBase, u.maxEnergy, u.startEnergy,
                                                          u.gainEnergyRate, u.moveCost, u.eigthAtkCost, u.moveSpeed, u.atkSpeed,
                                                          u.atkLifeSpan);
        newUnit.SetActive(true);

        if (team == 1)
        {
            newUnit.transform.Rotate(new Vector3(0, 0, 180));
        }

        GM.AddNewUnit(team, newUnit, PuppetType.BASS);
    }