IEnumerator TimerPayDay() { m_timerFinished = false; yield return(new WaitForSeconds(m_timeBetweenPayDay)); FactionRED.GoldReserves += FactionRED.NbrTerritories * m_incomePerTerritory; FactionBLUE.GoldReserves += FactionBLUE.NbrTerritories * m_incomePerTerritory; FactionGREEN.GoldReserves += FactionGREEN.NbrTerritories * m_incomePerTerritory; FactionYELLOW.GoldReserves += FactionYELLOW.NbrTerritories * m_incomePerTerritory; m_timerFinished = true; FactionRED.DispatchMoney(); FactionBLUE.DispatchMoney(); FactionGREEN.DispatchMoney(); FactionYELLOW.DispatchMoney(); }
public void AssignFactionToPlayers(List <string> ListOfPlayerNames) //JEROME HERE ! Give me a list of player names, or ID in string format, thx buddy ;-) { if (m_isInitialized) { return; } m_isInitialized = true; FactionRED = gameObject.AddComponent <Faction>(); FactionRED.FactionColor = Color.red; FactionRED.RespawnPosition = new Vector3(0f, 0f, 0f); FactionBLUE = gameObject.AddComponent <Faction>(); FactionBLUE.FactionColor = Color.blue; FactionBLUE.RespawnPosition = new Vector3(m_nbrXTerritories - 1, m_nbrYTerritories - 1, 0f); if (ListOfPlayerNames.Count > 8) { FactionGREEN = gameObject.AddComponent <Faction>(); FactionGREEN.FactionColor = Color.green; FactionGREEN.RespawnPosition = new Vector3(m_nbrXTerritories - 1, 0f, 0f); FactionYELLOW = gameObject.AddComponent <Faction>(); FactionYELLOW.FactionColor = Color.yellow; FactionYELLOW.RespawnPosition = new Vector3(0f, m_nbrYTerritories - 1, 0f); } int PlayerNum = 0; for (int faction = 0; PlayerNum < ListOfPlayerNames.Count; PlayerNum++) { GameObject NewPlayerGameObject = Instantiate(m_playerCharPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity, transform); NewPlayerGameObject.name = ListOfPlayerNames[PlayerNum]; NewPlayerGameObject.GetComponentInChildren <TextMesh>().text = "" + PlayerNum; PlayerCharacter NewPlayerScript = NewPlayerGameObject.GetComponent <PlayerCharacter>(); NewPlayerScript.MyManager = this; NewPlayerScript.NumPlayer = PlayerNum; NewPlayerScript.PlayerName = ListOfPlayerNames[PlayerNum]; if (faction == 0) { NewPlayerScript.Faction = FactionRED; FactionRED.AddPlayer(NewPlayerScript); NewPlayerGameObject.transform.position = FactionRED.RespawnPosition; NewPlayerScript.CurrentTerritory = m_AxeY[0][0].gameObject; } else if (faction == 1) { NewPlayerScript.Faction = FactionBLUE; FactionBLUE.AddPlayer(NewPlayerScript); NewPlayerGameObject.transform.position = FactionBLUE.RespawnPosition; NewPlayerScript.CurrentTerritory = m_AxeY[m_nbrXTerritories - 1][m_nbrYTerritories - 1].gameObject; } else if (faction == 2) { NewPlayerScript.Faction = FactionGREEN; FactionGREEN.AddPlayer(NewPlayerScript); NewPlayerGameObject.transform.position = FactionGREEN.RespawnPosition; NewPlayerScript.CurrentTerritory = m_AxeY[m_nbrXTerritories - 1][0].gameObject; } else if (faction == 3) { NewPlayerScript.Faction = FactionYELLOW; FactionYELLOW.AddPlayer(NewPlayerScript); NewPlayerGameObject.transform.position = FactionYELLOW.RespawnPosition; NewPlayerScript.CurrentTerritory = m_AxeY[0][m_nbrYTerritories - 1].gameObject; } faction++; if (ListOfPlayerNames.Count > 8) { if (faction > 3) { faction = 0; } } else if (faction > 1) { faction = 0; } NewPlayerScript.MyManager = this; m_listPlayer.Add(NewPlayerGameObject); } }