void Start()
 {
     if (Pool == null)
     {
         Pool = GameObject.Find("Fogo").GetComponent <FireMagic>();
     }
 }
Example #2
0
        public static Dictionary <int, Province> LoadProvinces(Map map)
        {
            var mapElements = map.AllElements;

            //Find province points (white pixels)
            var provincePoints = new List <Vector2>();

            for (int y = 0; y < map.MapTexture.height; y++)
            {
                for (int x = 0; x < map.MapTexture.width; x++)
                {
                    var pixel = map.MapTexture.GetPixel(x, y);
                    if (pixel == Color.white)
                    {
                        provincePoints.Add(new Vector2(x, y));
                    }
                }
            }

            //Create all provinces
            var provinces     = new Dictionary <int, Province>();
            int provinceCount = mapElements.OfType <Terrain>().Max(x => x.ProvinceNum);

            for (int num = 1; num <= provinceCount; num++)
            {
                var provinceBorders = mapElements.OfType <ProvinceBorders>().Where(x => x.ProvinceNum == num).ToList();
                if (provinceBorders.Count == 0)
                {
                    continue;
                }

                var provincePoint = provincePoints[num - 1];
                // var centerPos = Vector2.zero;
                // foreach (var pb in provinceBorders)
                // {
                //  centerPos.x += pb.X;
                //  centerPos.y += pb.Y;
                // }
                // centerPos /= provinceBorders.Count();

                var province = new Province(num, provincePoint);
                province.ProvinceBorders = provinceBorders;
                provinces.Add(num, province);
            }

            //Set owner of provinces
            foreach (var provinceOwner in mapElements.OfType <ProvinceOwner>())
            {
                if (provinces.ContainsKey(provinceOwner.ProvinceNum))
                {
                    var nation = DomEdit.I.Nations.GetNationById(provinceOwner.NationNum);
                    provinces[provinceOwner.ProvinceNum].Owner = nation;
                }
            }

            foreach (var startLocation in mapElements.OfType <StartLocation>())
            {
                if (provinces.ContainsKey(startLocation.ProvinceNum))
                {
                    var nation = DomEdit.I.Nations.GetNationById(startLocation.NationNum);
                    provinces[startLocation.ProvinceNum].Owner = nation;
                }
            }

            //Create commanders
            foreach (var commanderElement in mapElements.OfType <CommanderElement>())
            {
                var province  = provinces[commanderElement.ProvinceNum];
                var commander = Commander.Create(commanderElement.MonsterId, province.Owner);
                commander.Nationality = province.Owner;
                province.Monsters.Add(commander);

                //Create owned-be-commander objects
                foreach (var ownedByCommander in mapElements.OfType <IOwnedByCommander>().Where(x => x.Commander == commanderElement))
                {
                    switch (ownedByCommander)
                    {
                    case BodyguardsElement bodyguardsElement:
                        var bodyguard = Troops.Create(bodyguardsElement.MonsterId, bodyguardsElement.Amount, commander.Nationality);
                        commander.Bodyguards.Add(bodyguard);
                        break;

                    case ItemElement itemElement:
                        var item = Item.Create(itemElement.ItemName);
                        commander.Items.Add(item);
                        break;

                    case UnitsElement unitsElement:
                        var unit = Troops.Create(unitsElement.MonsterId, unitsElement.Amount, commander.Nationality);
                        commander.UnitsUnderCommand.Add(unit);
                        break;

                    case Experience _:
                        //TODO
                        break;

                    case Magic magic:
                        var path = magic switch
                        {
                            AirMagic _ => MagicPath.Air,
                            AstralMagic _ => MagicPath.Astral,
                            BloodMagic _ => MagicPath.Blood,
                            DeathMagic _ => MagicPath.Death,
                            EarthMagic _ => MagicPath.Earth,
                            FireMagic _ => MagicPath.Fire,
                            HolyMagic _ => MagicPath.Holy,
                            NatureMagic _ => MagicPath.Nature,
                            WaterMagic _ => MagicPath.Water,
                            _ => throw new ArgumentOutOfRangeException(nameof(magic))
                        };
                        var magicOverride = new MagicOverride(path, magic.MagicLevel);
                        commander.MagicOverrides.Add(magicOverride);
                        break;

                    case ClearMagic _:
                        //TODO
                        break;

                    default:
                        throw new ArgumentOutOfRangeException(nameof(ownedByCommander));
                    }
                }
            }

            return(provinces);
        }
 void Start()
 {
     FireFactory = GameObject.FindGameObjectWithTag("FireMagic").GetComponent <FireMagic>();
 }