public void Initialize() { Debug.Log("INITIALIZE CITY"); _quantiteFrag = 600; _pv = ConstantesManager.CITY_PV_MAX; _pvMax = ConstantesManager.CITY_PV_MAX; _enumStateCity = Enum_StateCity.Fighting; _listTurret [0].transform.localPosition = ConstantesManager.TURRET_1_LOCAL_POSITION; _listTurret [1].transform.localPosition = ConstantesManager.TURRET_2_LOCAL_POSITION; _listTurret [2].transform.localPosition = ConstantesManager.TURRET_3_LOCAL_POSITION; _listTurret [3].transform.localPosition = ConstantesManager.TURRET_4_LOCAL_POSITION; _listTurret [0]._enumIdTurret = Enum_IdTurret.Turret1; _listTurret [1]._enumIdTurret = Enum_IdTurret.Turret2; _listTurret [2]._enumIdTurret = Enum_IdTurret.Turret3; _listTurret [3]._enumIdTurret = Enum_IdTurret.Turret4; ConstantesManager.IS_TURRET_INITIALIZE = true; _truck.Initialize(); for (int i = 0; i < _nombreTurret; i++) { _listTurret[i].Initialize(); } }
private void CheckDefeateCondition() { if (_pv <= 0) { _enumStateCity = Enum_StateCity.Destroy; } }
public void getHit(int degat) { int degatRest = degat; for (int i = 0; i < _listTurret.Count; i++) { if (_listTurret[i]._pv > 0 && _listTurret[i]._enumCurrentTurretType != Enum_TurretType.None) { Debug.Log("turret i" + i + " turret count" + _listTurret.Count); _listTurret[i].getHit(degat / _nombreTurret); float sub = degat / _nombreTurret; if (sub % 10 >= 0.5) { sub = sub + 1; } degatRest -= (int)sub; //Debug.Log ("Rest : " + degatRest); } } if (degatRest < degat / _nombreTurret) { degatRest = 0; } _pv -= degatRest; if (_pv <= 0) { _pv = 0; _enumStateCity = Enum_StateCity.Destroy; } //Debug.Log ("City take Damage -" + degat); SubLifeLabel(degatRest); }
public void StartShoot() { _enumStateCity = Enum_StateCity.Fighting; _lock = false; for (int i = 0; i < _listTurret.Count; i++) { _listTurret[i].StartShoot(); } }
void Start() { _quantiteFrag = 600; _timeMinInShootState = ConstantesManager.TIME_MIN_IN_SHOOT_STATE; GameObject truck = (GameObject)Instantiate(_truckPrefab, this.transform.position, Quaternion.identity); _truck = truck.GetComponent <Truck> (); _truck.transform.parent = this.transform; _listTurret = new List <Turret>(); for (int i = 0; i < _nombreTurret; i++) { GameObject turret = (GameObject)Instantiate(_prefabTurret, this.transform.position, Quaternion.identity); turret.name += i; turret.transform.parent = this.transform; _listTurret.Add(turret.GetComponent <Turret>()); } _quantiteFrag = 600; _pv = ConstantesManager.CITY_PV_MAX; _pvMax = ConstantesManager.CITY_PV_MAX; _enumStateCity = Enum_StateCity.Fighting; _listTurret [0].transform.localPosition = ConstantesManager.TURRET_1_LOCAL_POSITION; _listTurret [1].transform.localPosition = ConstantesManager.TURRET_2_LOCAL_POSITION; _listTurret [2].transform.localPosition = ConstantesManager.TURRET_3_LOCAL_POSITION; _listTurret [3].transform.localPosition = ConstantesManager.TURRET_4_LOCAL_POSITION; _listTurret [0]._enumIdTurret = Enum_IdTurret.Turret1; _listTurret [1]._enumIdTurret = Enum_IdTurret.Turret2; _listTurret [2]._enumIdTurret = Enum_IdTurret.Turret3; _listTurret [3]._enumIdTurret = Enum_IdTurret.Turret4; _listTurret[3].Upgrade(); ConstantesManager.IS_TURRET_INITIALIZE = true; }
public void CheckVictoryCondition() { if (_enumStateCity == Enum_StateCity.Destroy) { return; } int numberTurretWithNoTarget = 0; foreach (Turret tur in _listTurret) { if (tur.getTarget() == null) //_enumTurretAim == Enum_TurretAim.NoEnnemiFound){ { numberTurretWithNoTarget++; } } if (numberTurretWithNoTarget >= _nombreTurret) { _enumStateCity = Enum_StateCity.Winning; //Debug.Log ("City REPERE WIN"); } /*else{ * int _nombreNull = 0; * foreach (Turret tur in _listTurret) { * if( tur.getTarget() == null){ * _nombreNull++; * } * } * * if(_nombreNull >= _nombreTurret){ * _enumStateCity = Enum_StateCity.Winning; * } * * }*/ }