public void AddTower(int id) { if (GetTower(id) == null) { Towers.Add(new Tower(this, id)); } }
public Castle AddTower() { var tower = new Tower(); Destructables.Add(tower); Towers.Add(tower); return(this); }
/// <summary> /// Buys given tower and places it on the map. Buying a tower resets the SelectedShopTower. /// If the player does not have enough money, no tower will be placed and SelectedShopTower /// will still be reset. /// </summary> /// <param name="tower">Instance of a tower to be placed</param> public void BuyTower(ITower tower) { if (Money >= tower.Price) { Towers.Add(tower); Money -= tower.Price; } DeselectShopTower(); }
public static void Add(string name, Tower tower) { if (!Towers.ContainsKey(name)) { Towers.Add(name, tower); if (DefaultTower == null) { DefaultTower = tower; } } }
public override void BuildTower(Rectangle towerBase, string buildType) { switch (buildType) { case "Rocket": Towers.Add(new RocketTower(towerBase)); break; case "MG": Towers.Add(new MGTower(towerBase)); break; case "Artillery": Towers.Add(new ArtilleryTower(towerBase)); break; case "Flame": Towers.Add(new FlameTower(towerBase)); break; case "Pulse": Towers.Add(new PulseTower(towerBase)); break; case "Concussion": Towers.Add(new SlowingTower(towerBase)); break; case "Command": Towers.Add(new CommandCenter(towerBase)); break; case "Rifle": Towers.Add(new RifleTower(towerBase)); break; case "Gamma": Towers.Add(new GammaRayTower(towerBase)); break; } Map.AddTower(towerBase); for (int i = Towers.Count - 1; i > 0; i--) { if (((Tower)Towers[i]).TowerBase.Y < ((Tower)Towers[i - 1]).TowerBase.Y) { Towers.Reverse(i - 1, 2); } } PlaySound("tick", Interface.Camera.Position); }
public W2() { Name = "W2"; Default_towers = 6; Towers.Add(new Tower()); Towers.Add(new Tower()); Towers.Add(new Tower()); Towers.Add(new Tower()); Towers.Add(new Tower()); Timer = 60; Finished = false; }
public Sector(IVirtualWorld world, string name, int towers) : base(world, name) { /*if (!world.Sectors.Contains(this)) * { * world.Sectors.Add(this); * } */ for (int i = 1; i < towers + 1; i++) { Towers.Add(new Tower(i, this)); } }
public Sector(IVirtualWorld virtualworld, string sectorName, int towers = 0) : base(virtualworld, sectorName) { //we want to add our own Tower implementation to the list, not APITower (which is what happens if you add the tower variable to the base() ) if (towers < 1) { return; } Towers.Add(new Tower(this, 1, true)); //create a waytower for (int i = 2; i < towers; i++) { Towers.Add(new Tower(this, i)); //not a waytower } Towers.Add(new Tower(this, towers, true)); //waytower on the last number }
public EnemyAttacker this[int index] { get { return(Towers[index]); } set { if (Count > index && Count > 0) { Towers[index] = value; } else { Towers.Add(value); } } }
public W1() { Name = "W1"; Default_towers = 5; Towers.Add(new Tower()); Towers.Add(new Tower(750, 792, 2, "Tower")); Towers.Add(new Tower()); Towers.Add(new Tower(834, 261, 4, "Tower")); Towers.Add(new Tower(1171, 233, 5, "Tower")); //Towers.Add(new Trap()); Timer = 20; //40 Finished = true; LoadTime = 11; Map_location = new int[] { 960, 540 }; }
public bool PlaceTower(int row, int col, int index) { if (Grid.Tiles[row, col].Placeable) { ITower tower = PlaceholderTowers[index].Clone(); tower.Tile = Grid.Tiles[row, col]; foreach (var tile in Grid.Tiles[row, col].Node) { tile.IsOccupied = true; } Towers.Add(tower); return(true); } return(false); }
public void towerInstantiate(int i, int x, int y, int type) { Towers.Add(PhotonNetwork.Instantiate(Path.Combine("Prefabs", "NewPlayer"), new Vector3(0, 0, 1), Quaternion.identity, 0).GetComponent <Unit>()); Towers[i].isTower = true; switch (type) { case 0: Towers[i].setUnitSprite("sprite/unit/blue/CBcastle"); Towers[i].SpritePath = "sprite/unit/red/CRcastle"; break; case 1: Towers[i].setUnitSprite("sprite/unit/blue/CBnexus"); Towers[i].SpritePath = "sprite/unit/red/CRnexus"; break; } Vector3 position = HexCoordinates.cubeToOffset(HexCoordinates.FromOffsetCoordinates(x, y)); Towers[i].setUnitPosition(position); Towers[i].transform.SetParent(transform); print("create tower"); }
private void AskToPlaceTowers() { /* Finalize and refactor once PrintMapToScreen() has been re-written/fixed * */ int towerPoints = _amountTowers[(int)Difficulty] * CurrentLevel; bool error = false; while (towerPoints > 0) { PrintMapToScreen(); if (error) { Console.WriteLine("!!Error while analyzing coordinates!!"); error = false; } Console.WriteLine("Please choose a tower to place:"); Console.WriteLine("1 - Basic Tower ({0})", (towerPoints / 1)); Console.WriteLine("2 - Advanced Tower ({0})", (towerPoints / 2)); Console.WriteLine("3 - Precise Tower ({0})", (towerPoints / 2)); Console.WriteLine("4 - Power Tower ({0})", (towerPoints / 4)); Console.Write(": "); var input = Console.ReadKey(); Console.WriteLine(); Console.WriteLine("Enter the coordinates (x,y) to place the tower"); Console.WriteLine("You can place towers beside the path (X)"); Console.Write(": "); string inputCoordinates = Console.ReadLine(); try { string[] placedTower = inputCoordinates.Split(','); int x = Int32.Parse(placedTower[0]); int y = Int32.Parse(placedTower[1]); if (input.Key == ConsoleKey.D1) { Towers.Add(new Tower(new MapLocation(x, y, GameMap))); towerPoints -= 1; } else if (input.Key == ConsoleKey.D2) { Towers.Add(new AdvancedTower(new MapLocation(x, y, GameMap))); towerPoints -= 2; } else if (input.Key == ConsoleKey.D3) { Towers.Add(new PreciseTower(new MapLocation(x, y, GameMap))); towerPoints -= 2; } else if (input.Key == ConsoleKey.D4) { Towers.Add(new PowerTower(new MapLocation(x, y, GameMap))); towerPoints -= 4; } else throw new Exception(); } catch (Exception ex) { Console.WriteLine(ex); Console.ReadKey(); error = true; continue; } } PrintMapToScreen(); }