Example #1
0
    private void populateUpNext()
    {
        hasPickedNext = true;
        UpNextController nextControl = nextUpSignSpriteObject.GetComponent <UpNextController>();

        if (playerTurn == PlayerTurn.Defense)
        {
            if (defenseTroopPlacement < 5)
            {
                switch (defenseTroopPlacement)
                {
                case 0:
                    nextPieceSprite.sprite = nextControl.cowboySprt;
                    onBoardPiece           = new Cowboy();
                    break;

                case 1:
                    nextPieceSprite.sprite = nextControl.ghostSprt;
                    onBoardPiece           = new Ghost();
                    break;

                case 2:
                    nextPieceSprite.sprite = nextControl.priestessSprt;
                    onBoardPiece           = new Priestess();
                    break;

                case 3:
                    nextPieceSprite.sprite = nextControl.rebelSprt;
                    onBoardPiece           = new Rebel();
                    break;

                case 4:
                    nextPieceSprite.sprite = nextControl.wandererSprt;
                    onBoardPiece           = new Wanderer();
                    break;

                default:
                    break;
                }
            }
            else
            {
                switch (defenseTrapPlacement)
                {
                case 0:
                    onBoardPiece           = null;
                    nextPieceSprite.sprite = nextControl.barricadeSprt;
                    break;

                case 1:
                    nextPieceSprite.sprite = nextControl.firebombSprt;
                    break;

                case 2:
                    nextPieceSprite.sprite = nextControl.groundbombSprt;
                    break;

                case 3:
                    nextUpSignPanel.SetActive(false);
                    break;

                default:
                    break;
                }
            }
        }
        else
        {
            int rnd = (int)UnityEngine.Random.Range(0f, 15f);
            if (attackSpecialistNum != 2 && rnd == 14)
            {
                if (hasGuard && !hasBerserker)
                {
                    nextPieceSprite.sprite = nextControl.berserkerSprt;
                    onBoardPiece           = new Berserker();
                }
                else if (hasBerserker && !hasGuard)
                {
                    nextPieceSprite.sprite = nextControl.guardSprt;
                    onBoardPiece           = new Guard();
                }
                else
                {
                    int specialRnd = (int)UnityEngine.Random.Range(0f, 2f);
                    if (specialRnd == 0)
                    {
                        nextPieceSprite.sprite = nextControl.berserkerSprt;
                        onBoardPiece           = new Berserker();
                    }
                    else
                    {
                        nextPieceSprite.sprite = nextControl.guardSprt;
                        onBoardPiece           = new Guard();
                    }
                }
            }
            else
            {
                if (rnd % 2 == 0)
                {
                    nextPieceSprite.sprite = nextControl.builderSprt;
                    print("builder");
                    onBoardPiece = new Builder();
                }
                else
                {
                    nextPieceSprite.sprite = nextControl.swordsmanSprt;
                    print("sword");
                    onBoardPiece = new Swordsman();
                }
            }
        }
    }
    public void populateSlot(CharacterClassBase piece)
    {
        //print("222" + switchNum);

        int slot = population;

        for (int i = 0; i < pieces.Length; i++)
        {
            if (pieces[i] != null)
            {
                print(i);
                print(pieces[i].getName());
                print(piece.getName());
                if (pieces[i].getName() == piece.getName())
                {
                    numInSlot[i] += 1;
                    print("return");
                    return;
                }
            }
        }

        print(population);

        pieces[slot] = piece;

        if (population < 5)
        {
            //print(slot);
            numInSlot[slot] += 1;
        }

        switch (piece.getName())
        {
        case "Cowboy":
            //print("333");
            chipSprites[slot].GetComponent <SpriteRenderer>().sprite = cowboySprt;
            break;

        case "Ghost":
            chipSprites[slot].GetComponent <SpriteRenderer>().sprite = ghostSprt;
            break;

        case "Priestess":
            chipSprites[slot].GetComponent <SpriteRenderer>().sprite = priestessSprt;
            break;

        case "Rebel":
            chipSprites[slot].GetComponent <SpriteRenderer>().sprite = rebelSprt;
            break;

        case "Wanderer":
            chipSprites[slot].GetComponent <SpriteRenderer>().sprite = wandererSprt;
            break;

        case "Berserker":
            chipSprites[slot].GetComponent <SpriteRenderer>().sprite = berserkerSprt;
            break;

        case "Guard":
            //print("g");
            chipSprites[slot].GetComponent <SpriteRenderer>().sprite = guardSprt;
            break;

        case "Builder":
            //print("b");
            chipSprites[slot].GetComponent <SpriteRenderer>().sprite = builderSprt;
            break;

        case "Swordsman":
            //print("s");
            chipSprites[slot].GetComponent <SpriteRenderer>().sprite = swordsmanSprt;
            break;

        default:
            break;
        }

        population++;
    }