public void Cmdchange_fac(Types.Faction _fac, int _idx)
 {
     print("Cmdchange_fac");
     ManagerInstance.update_min_players();
     RpcChangefac(_fac);
     //fac = _fac;
     //ManagerInstance.OnPlayerChangeFaction (idx);
 }
Example #2
0
 public void init(Collider _col, Types.Faction _fac, float _radius)
 {
     champ_col = _col;
     host      = _col.gameObject.GetComponent <Unit> ();
     fac       = _fac;
     GetComponent <CapsuleCollider> ().radius = _radius;
     targets           = new List <GameObject> ();
     listedby          = new List <GameObject> ();
     temp_untargetable = new List <GameObject> ();
 }
    //init functions, it's not the same one in Unit, so cannot be called directly from Unit
    public void init(List <GameObject> _wps, Minion_Type _type = Minion_Type.OTHER, Types.Faction _fac = Types.Faction.OTHER)
    {
        init_pre();

        type        = _type;
        fac         = _fac;
        cur_tgt_idx = 0;
        rb          = GetComponent <Rigidbody> ();
        ui          = Utility.get_UI(transform.parent.gameObject);
        //navagent = transform.parent.FindChild ("NavUnit").gameObject.GetComponent<NavMeshAgent> ();
        //navagent.updateRotation = false;
        //navagent.transform.SetParent (null);
        //init mesh and stats
        switch (_type)
        {
        case Minion_Type.MELEE:
            load_stats_MELEE();
            break;

        case Minion_Type.CASTER:
            load_stats_CASTER();
            break;

        case Minion_Type.CANNON:
            load_stats_CANNON();
            break;

        case Minion_Type.SUPER:
            load_stats_SUPER();
            break;

        default:
            load_stats_DEFAULT();             //this one should not be called
            break;
        }

        //TODO: temp set texture color
        switch (_fac)
        {
        case Types.Faction.BLUE:
            break;

        case Types.Faction.RED:
            break;
        }

        wps = _wps;
        if (wps.Count > 0)
        {
            moveto(wps [0]);
        }

        init_post();
    }
Example #4
0
    void init(Types.Lanes _lane = Types.Lanes.OTHER, Types.Faction _fac = Types.Faction.OTHER)
    {
        //fac = _fac;
        //lane = _lane;
        type = WaveType.NORMAL;

        wave_active = false;
        timer_wave  = new Utility.Timer(GameSceneConsts.minion_wave_interval);
        timer_wave.finish();
        timer_micro = new Utility.Timer(GameSceneConsts.minion_spawn_interval);
        timer_wave.start_timer();
        timer_micro.start_timer();
        //load Resources
        minion_prefab = Resources.Load("Prefabs/Minions/minion_test") as GameObject;
    }
 public void RpcChangefac(Types.Faction _fac)
 {
     //if (!isLocalPlayer)
     //	return;
     print("RpcChangefac");
     fac = _fac;
     if (_fac != Types.Faction.OTHER)
     {
         ManagerInstance.OnPlayerChangeFaction(idx);
     }
     else
     {
         ManagerInstance.OnPlayerChangeFaction(idx, true);
     }
 }
Example #6
0
    public List <GameObject> guardians; //struct can only be targeted when its guardians are all dead

    public void Structinit(Types.Faction _fac, Structure.Structure_type _type)
    {
        init();
        fac  = _fac;
        type = _type;
    }
 public void OnTeamChanging(Types.Faction _fac)
 {
     print("OnTeamChanging");
     //fac = _fac;
     //ManagerInstance.OnPlayerChangeFaction (idx);
 }
 public void Towerinit(Types.Faction _fac, Tower.Tower_type _type)
 {
     init();
     fac  = _fac;
     type = _type;
 }
 //called by lobby manager
 public void takedown_paras(Champion.champion_name _name, Types.Faction _fac, int _idx)
 {
     idx        = _idx;
     fac        = _fac;
     champ_type = _name;
 }