public void UseSpall(Map map, Game_Object_In_Call obj, IUnit unit, object property) { _bullet = property as Bullet; _bullet.Name = "SPB_Jakiro_Ice_Path"; _map = map; _unit = _bullet.UnitUsed; Duration = _bullet.Duration; ///Ячейка где действует тучка _oldCall = map.Calls.Single(p => p.IndexLeft == _bullet.PositionX && p.IndexTop == _bullet.PositionY); _oldCall.Bullet.Add(_bullet); for (int i = 0; i < _oldCall.IUnits.Count; i++) { var item = _oldCall.IUnits[i]; if (item != null && item.GroupType != _unit.GroupType) { UnitGenerator.AddStuneTwo(_oldCall, _bullet, _bullet.StunDuration, 4); } } ///Таймер время жизни тучки _firstTimer = new Storyboard() { Duration = TimeSpan.FromSeconds(1) }; _firstTimer.Completed += _firstTimer_Completed; _firstTimer.Begin(); if (Paused) { Pause(); } }
// Use this for initialization protected override void Awake() { base.Awake(); uGen = Camera.main.GetComponent <UnitGenerator> (); nextStealthTime = -10f; stealthed = false; }
public static Unit Solve(List <Manufacture> manufactures) { manufactures = ProbabilityComputerer.Compute(manufactures); var population = UnitGenerator.GenerateMany(manufactures, POPULATION_SIZE); var newPopulation = IncubationNewUnit.CreateNewPopulation(population); int timeWhenDifferenceIsZero = 0; while (timeWhenDifferenceIsZero < TIMES_DIFF_ZERO) { population = newPopulation; newPopulation = IncubationNewUnit.CreateNewPopulation(population); if (DifferenceBetweenPopulation(population, newPopulation) == 0) { timeWhenDifferenceIsZero++; } else { timeWhenDifferenceIsZero = 0; } } return(newPopulation.OrderBy(u => u.Adaptability).FirstOrDefault()); }
void _firstTimer_Completed(object sender, object e) { if (Duration-- >= 0) { for (int i = 0; i < _oldCall.IUnits.Count; i++) { var item = _oldCall.IUnits[i]; if (item != null && item.GroupType != _unit.GroupType) { UnitGenerator.AddStuneTwo(_oldCall, _bullet, _bullet.StunDuration, 4); } } _firstTimer.Begin(); } else { _firstTimer.Completed -= _firstTimer_Completed; _firstTimer = null; ///Удаление тучки (_bullet.GameObject.View as IGameControl).Remove(_map.MapCanvas); ///Удаляем из масива всех объектов _map.GameObjectInCall.Remove(_bullet.GameObject); _oldCall.Bullet.Remove(_bullet); } }
/// <summary> /// Счастливая монетка, пасивная способновть /// </summary> public void UseSpall(Map map, Game_Object_In_Call obj, IUnit unit, object property) { bool upSpell = UnitGenerator.UpPlayerSpell(unit, this); _unit = unit; if (upSpell && !CuldaunBool) { CuldaunBool = true; ///Данная способность является бафом для игрока, в этом случае алхимика Buff buff = unit.Buffs.FirstOrDefault(p => p.Name == "GreevilsGreed"); if (buff != null) { buff.GoldBonus = LevelCast * 2; } else { Buff alchBuff = new Buff() { Passive = true, GoldBonus = LevelCast * 2, Duration = LevelCast, Name = "GreevilsGreed" }; unit.Buffs.Add(alchBuff); } UnitGenerator.UpdatePlayerView(unit); } }
private void Exept() { //!_exept if (_map.Calls.Any(p => p.IndexLeft == _bullet.PositionX && p.IndexTop == _bullet.PositionY)) { ///Получим ячейку куда попала пуля var call = _map.Calls.Single(p => p.IndexLeft == _bullet.PositionX && p.IndexTop == _bullet.PositionY); if (!call.Block) { if (call.IUnits.Any(p => p.GameObject.EnumCallType == EnumCallType.UnitBlock)) { _bullet.Exept = true; } else { if (!_bullet.Exept) { _bullet.Exept = UnitGenerator.AddDamage(call, _bullet); } else { UnitGenerator.AddDamage(call, _bullet); } } } else { _bullet.Exept = true; } } else { _bullet.Exept = true; } }
public Player ReturnHero() { Player retPlayer = null; if (_selectHero != -1) { switch (_selectHero) { case 0: retPlayer = UnitGenerator.Player_Alchemist("Alchemist", 2, null); break; case 1: retPlayer = UnitGenerator.Player_Bonik("Fire Bonik", 1, null); break; case 2: retPlayer = UnitGenerator.Player_Sniper("Sniper", 3, null); break; case 3: retPlayer = UnitGenerator.Player_Jakiro("Jakiro", 4, null); break; case 4: retPlayer = UnitGenerator.Player_Mirana("Mirana", 5, null); break; case 5: retPlayer = UnitGenerator.Player_Jinx("Jinx", 6, null); break; case 6: retPlayer = UnitGenerator.Player_Nature("Nature", 7, null); break; case 7: retPlayer = UnitGenerator.Player_Sf("Sf", 8, null); break; } } return(retPlayer); }
private void Exept() { //!_exept if (_map.Calls.Any(p => p.IndexLeft == _bullet.PositionX && p.IndexTop == _bullet.PositionY)) { ///Получим ячейку куда попала пуля var call = _map.Calls.Single(p => p.IndexLeft == _bullet.PositionX && p.IndexTop == _bullet.PositionY); if (!call.Block) { if (!_bullet.Exept) { _bullet.Exept = UnitGenerator.AddNullDemage(call, _bullet); } else { UnitGenerator.AddNullDemage(call, _bullet); } } //else // _bullet.Exept = true; } else { _bullet.Exept = true; } }
public UnitDescription ToDescription() { Enum.TryParse(unitRace, out Race race); RaceStat raceStatFound = null; foreach (RaceStat raceStat in UnitGenerator.GetAllRaces()) { if (raceStat.race == race) { raceStatFound = raceStat; } } Enum.TryParse(unitClass, out Class @class); ClassStat classStatFound = null; foreach (ClassStat classStat in UnitGenerator.GetAllClasses()) { if (classStat.clas == @class) { classStatFound = classStat; } } return(new UnitDescription(name, raceStatFound, classStatFound, abilityName, Unit.allyTag, id, experience, level, gems)); }
private void CreateCoopDroppedItems() { List <ItemClass> droppedItemList = new List <ItemClass>(); /// 3 кларити droppedItemList.Add(UnitGenerator.IBonus2_Clarity()); droppedItemList.Add(UnitGenerator.IBonus2_Clarity()); droppedItemList.Add(UnitGenerator.IBonus2_Clarity()); /// 3 танго droppedItemList.Add(UnitGenerator.IBonus4_Tango()); droppedItemList.Add(UnitGenerator.IBonus4_Tango()); droppedItemList.Add(UnitGenerator.IBonus4_Tango()); /// 2 хилинга droppedItemList.Add(UnitGenerator.IBonus3_HealingSalve()); droppedItemList.Add(UnitGenerator.IBonus3_HealingSalve()); /// 3 лавок // droppedItemList.Add(UnitGenerator.IBonus1_Shop()); // droppedItemList.Add(UnitGenerator.IBonus1_Shop()); // droppedItemList.Add(UnitGenerator.IBonus1_Shop()); for (int i = 0; i < droppedItemList.Count; i++) { Random rand = new Random(i); List <Map_Cell> call = Calls.Where(p => p.IUnits.Any(k => k.GameObject.EnumCallType == EnumCallType.UnitBlock)).ToList(); call[rand.Next(0, call.Count - 1)].IUnits.Single((k => k.GameObject.EnumCallType == EnumCallType.UnitBlock)).NItem = droppedItemList[i]; } }
/// <summary> /// Ульт алхимика, усиливает героя /// </summary> public void UseSpall(Map map, Game_Object_In_Call obj, IUnit unit, object property) { bool upSpell = UnitGenerator.UpPlayerSpell(unit, this); _unit = unit as Player; if (unit.UnitFrozen == false && !_culdaunBool && LevelCast != 0 && !upSpell && !unit.Silenced && !unit.Hexed && _unit != null) { if (unit.Mana >= ManaCost) ///Проверка есть ли мана на каст { ///Флаг кулдауна _culdaunBool = true; ///Отнимаем нужное количество unit.Mana -= ManaCost; _unit.Invisibility = true; _unit.GameObject.View.Opacity = 0.25; if (!_unit.Buffs.Any(p => p.Name == "SP_Mirana_MoonlightShadow")) { Buff alchBuff = new Buff() { Duration = Duration, Name = "SP_Mirana_MoonlightShadow" }; _unit.Buffs.Add(alchBuff); } _firstTimer = new Storyboard() { Duration = TimeSpan.FromSeconds(Duration) }; _firstTimer.Completed += mouveTimer_Tick; _firstTimer.Begin(); _secondTimer = new Storyboard() { Duration = TimeSpan.FromSeconds(Culdaun) }; _secondTimer.Completed += mouveTimerCuldaun_Tick; _secondTimer.Begin(); if (Paused) { Pause(); } if (StartUseSpell != null) { StartUseSpell(this, null); } UnitGenerator.UpdatePlayerView(unit); } } }
//현재 활성화된 Generator를 비활성화시키고 특정 Generator를 받아 활성화 public void setGenActive(UnitGenerator genToActive) { if (activeGen) { activeGen.isActive = false; } activeGen = genToActive; }
/// <summary> /// Создает на карте мобов монетки /// которые если видят идут атаковать игроков /// </summary> /// <param name="mopStep">Шаг появления мобов</param> public static void CreateMobsCoopEasyMob_Random(Map map, int mopStep, EMobType mobType) { #region CreateMobs int randInt = 0; foreach (var item in map.Calls) { ///Проверка ячеек которые не могут быть заполнены if (!item.Used && !item.Block) { Random random = new Random((int)DateTime.Now.Ticks + randInt++); int rand = random.Next(0, 100); if (rand < mopStep) { Unit unit; if (mobType == EMobType.RangeBall) { unit = UnitGenerator.M1_BallRange(item.IndexLeft, item.IndexTop, map); unit.AI = new AI_CoopAiRange() { CurrentMap = map, CurrentUnit = unit }; } else { unit = UnitGenerator.M1_Ball(item.IndexLeft, item.IndexTop, map); unit.AI = new AI_CoopAi() { CurrentMap = map, CurrentUnit = unit }; } unit.MaxHealth = unit.MaxHealth * map.CoopTimer; unit.Health = unit.Health * map.CoopTimer; if (map.CoopTimer != 1) { unit.Demage = unit.Demage * map.CoopTimer / 2; } ///И его же добавим в масив всех объектов map.GameObjectInCall.Add(unit.GameObject); ///Добавляем в список всех юнитов item.IUnits.Add(unit); item.Used = true; unit.AI.StartAI(); ///Отображение map.MapCanvas.Children.Add(unit.GameObject.View); } } } #endregion }
/// <summary> /// Первый уровень кампании /// </summary> public static void Level_1_Green(Map map) { #region CreateMobs List <int> unitIndex1 = new List <int>() { 19, 23, 32, 33, 34, 35, 36, 49, 58, 62, 71, 73, 75, 84, 85, 86, 87, 88, 110, 111, 112, 125, 136, 137, 138, 139, 140, 162, 163, 164, 166, 175, 177, 179, 188, 190, 191, 192, }; foreach (var item in unitIndex1) { Unit block1 = UnitGenerator.GrassBlock(map.Calls[item].IndexLeft, map.Calls[item].IndexTop); map.CreateObjectUnitInCall(map.Calls[item], block1); } //for (int i = 0; i < mopCount; i++) //{ // ///Свободные ячейки // List<Map_Cell> call = map.Calls.Where(p => !p.Used && // !p.Block).ToList(); // Random random = new Random((int)DateTime.Now.Ticks + randInt++); // int rand = random.Next(0, call.Count); // Unit unit; // if (mobType == EMobType.RangeBall) // { // unit = UnitGenerator.M1_BallRange(call[rand].IndexLeft, call[rand].IndexTop, map); // unit.AI = new AI_CoopAiRange() { CurrentMap = map, CurrentUnit = unit }; // } // else // { // unit = UnitGenerator.M1_Ball(call[rand].IndexLeft, call[rand].IndexTop, map); // unit.AI = new AI_CoopAi() { CurrentMap = map, CurrentUnit = unit }; // } // unit.MaxHealth = unit.MaxHealth * map.CoopTimer; // unit.Health = unit.Health * map.CoopTimer; // unit.Demage = unit.Demage * map.CoopTimer / 2; // ///И его же добавим в масив всех объектов // map.GameObjectInCall.Add(unit.GameObject); // ///Добавляем в список всех юнитов // call[rand].IUnits.Add(unit); // call[rand].Used = true; // unit.AI.StartAI(); // ///Отображение // map.MapCanvas.Children.Add(unit.GameObject.View); //} #endregion }
public void OnClick() { UnitGenerator activeGen = GameController.GetInstance().getActiveGen(); if (activeGen) { activeGen.pushGenUnit(num); UIManager.GetInstance().setUnitNumText(); } }
private static void CreateBlock(Map map, int mod, List <int> unitIndex1) { foreach (var item in unitIndex1) { Unit block1 = UnitGenerator.GrassBlock(map.Calls[item].IndexLeft, map.Calls[item].IndexTop); block1.NExp *= mod; block1.NGold *= mod; map.CreateObjectUnitInCall(map.Calls[item], block1); } }
private void mouveTimer_Tick(object sender, object e) { _firstTimer.Completed -= mouveTimer_Tick; _firstTimer = null; _unit.Invisibility = false; _unit.GameObject.View.Opacity = 1; UnitGenerator.UpdatePlayerView(_unit); }
public static Unit FindMostFrequance(List <Manufacture> manufactures, int maxCount, int partCount) { if (maxCount < 0) { throw new ArgumentException("MaxCount must be more then 0"); } if (partCount < 0 || partCount > maxCount) { throw new ArgumentException("PartCount must be more then 0 and less then MaxCount"); } List <Unit> setOfUnits = UnitGenerator.GenerateMany(manufactures, maxCount); Unit result = new Unit(); result.Organisated = new Dictionary <Manufacture, int>(setOfUnits[0].Organisated); ///set is organisated to 0 ///clear values foreach (var key in result.Organisated.Keys.ToList()) { result.Organisated[key] = 0; } setOfUnits = setOfUnits.OrderBy(u => u.Adaptability).ToList(); setOfUnits = setOfUnits.Take(partCount).ToList(); Dictionary <Manufacture, int> frequancyOfManufactureInSet = new Dictionary <Manufacture, int>(result.Organisated); foreach (var unit in setOfUnits) { foreach (var manufacture in unit.Organisated) { frequancyOfManufactureInSet[manufacture.Key] += manufacture.Value; } } var sortedFrequancy = frequancyOfManufactureInSet.OrderByDescending(m => m.Value); foreach (var manufacture in sortedFrequancy) { if (!result.IsUnitSurvive()) { result.Organisated[manufacture.Key] = 1; } else { break; } } return(result); }
void _firstTimer_Completed(object sender, object e) { _firstTimer.Completed -= _firstTimer_Completed; _firstTimer = null; if (_player != null) { (_player.GameObject.View as UC_Player).ShowEffect(3, false); } if (!_unit.Dead && _activeCall != null && !_unit.Silenced && !_unit.Hexed) { string animationType = "(Canvas.Left)"; double mouvePos = 0; ///Новая позиция double newPos = 0; if (_unit.Angel == EAngel.Left || _unit.Angel == EAngel.Right) { animationType = "(Canvas.Left)"; mouvePos = Canvas.GetLeft(_unit.GameObject.View); newPos = _activeCall.IndexLeft; } else { animationType = "(Canvas.Top)"; mouvePos = Canvas.GetTop(_unit.GameObject.View); newPos = _activeCall.IndexTop; } _storyboard = new Storyboard(); var animation = new DoubleAnimation { From = mouvePos, To = newPos * 50, Duration = TimeSpan.FromSeconds(0.3) }; _storyboard.Children.Add(animation); Storyboard.SetTargetProperty(animation, animationType); Storyboard.SetTarget(_storyboard, _unit.GameObject.View); _storyboard.Completed += _storyboard_Completed; _storyboard.Begin(); } else { _unit.UnitFrozen = false; } UnitGenerator.UpdatePlayerView(_unit); }
private void fillUnitsFromArmies(ref List <IUnit> units, IArmy fromArmy) { foreach (var unit in fromArmy.Units) { IUnit newUnit = UnitGenerator.generateUnit(unit.GetType()); newUnit.Health = unit.Health; newUnit.Defence = unit.Defence; newUnit.Attack = unit.Attack; units.Add(newUnit); } }
public void Initialize() { RandomDataGenerator random = new RandomDataGenerator(); UnitGenerator unit = new UnitGenerator(); Weeks = unit.GetWeeks(6); PhotosTakenByTime = random.GetRandomDatapoint(6, 20, 100); Days = unit.GetDays(10); SuccessfulPhotosTaken = random.GetRandomDatapoint(10, 1, 100); FailedPhotosTaken = random.GetRandomDatapoint(10, 1, 100); }
void _firstTimer_Completed(object sender, object e) { _firstTimer.Completed -= _firstTimer_Completed; _firstTimer = null; Map_Cell oldCall = _map.Calls.Single(p => p.IndexLeft == _bullet.PositionX && p.IndexTop == _bullet.PositionY); oldCall.Bullet.Remove(_bullet); /////Сначала проверяем старую ячейку на попадение //Exept(); _bullet.PositionX = _xNew; _bullet.PositionY = _yNew; Exept(); ///Проверяем или молния попала if (_bullet.Exept == true) { _hitCount--; } Map_Cell newCall = _map.Calls.FirstOrDefault(p => p.IndexLeft == _bullet.PositionX && p.IndexTop == _bullet.PositionY); /// Если есть аганим if (Name == "SP_Nature_Wrath" && UnitGenerator.HasAghanim(_unit) && _bullet.RemoveUnit != null) { CreateTrent(newCall, _bullet.RemoveUnit); } if (_hitCount == 0 || newCall == null || ///Или новая ячейка блок newCall != null && newCall.Block) { (_bullet.GameObject.View as IGameControl).Remove(_map.MapCanvas); ///Было попадение, анимация исчезновения стрелы //_bullet.GameObject.View.Visibility = Visibility.Collapsed; ///Было попадение стрела исчезает ///Удаляем из масива всех объектов _map.GameObjectInCall.Remove(_bullet.GameObject); _exept = true; //_map.MapCanvas.Children.Remove(_bullet.GameObject.View); } else { newCall.Bullet.Add(_bullet); } }
/// <summary> /// 건물에 유닛 소환기능이 있을경우 사용, unitGenerator 반드시 초기화 할것. /// </summary> /// <param name="index">건물의 인덱스(위치)</param> /// <param name="targetPos">건물의 대상 지점</param> /// <param name="genPos"> 유닛이 소환될 지점 위치</param> public void Initiallize(byte playerIndex, short buildingIndex, Vector3 targetPos, Vector3 genPos) { OnIitiallize(playerIndex, buildingIndex); nowWorking = false; this.playerIndex = playerIndex; this.buildingindex = buildingIndex; this.targetPoint.position = targetPos; unitGenerator = gameObject.GetComponent <UnitGenerator>(); unitGenerator.Initiallize(3, this.transform.position); level = 1; maxLevel = 3; Debug.Log("Building Initialized"); }
void _firstTimer_Completed(object sender, object e) { _firstTimer.Completed -= _firstTimer_Completed; _firstTimer = null; _unit.OrijSpeed += _bonusSpeed; ///Бонусная скорость атаки _unit.OrijAttackSpeed += _bonusAttackSpeed; UnitGenerator.UpdatePlayerView(_unit); }
void mouveTimer_Tick(object sender, object e) { if (_player != null) { (_player.GameObject.View as UC_Player).ShowEffect(4, false); } _firstTimer.Completed -= mouveTimer_Tick; _firstTimer = null; _unit.DemageItem -= _adddDamage; _unit.OrijHealth = _oldMaxHelth; UnitGenerator.UpdatePlayerView(_unit); }
public void Init(GameObject tower) { // ShowTowerPopup window = ScriptableObject.CreateInstance<ShowTowerPopup>(); // window.position = new Rect(Screen.width / 2 + 100, Screen.height / 2 - 50, 300, 300); // GetComponent<Canvas> ().enabled = true; castle = GameObject.Find("Castle").GetComponent <CastleHealth>(); uGen = Camera.main.GetComponent <UnitGenerator>(); cFire = tower.transform.FindChild("Turret").GetComponent <CannonFire>(); // pause game previousTimeScale = Time.timeScale; Time.timeScale = 0; }
void _firstTimer_Completed(object sender, object e) { _power++; _firstTimer.Completed -= _firstTimer_Completed; _firstTimer = null; if (_power == 2 || _power == 4 || _power == 6 || _power == 8) { _bullet.DemageMagic += _bullet.BonusDemage; _bullet.Speed -= 0.06; } Map_Cell oldCall = _map.Calls.Single(p => p.IndexLeft == _bullet.PositionX && p.IndexTop == _bullet.PositionY); oldCall.Bullet.Remove(_bullet); /////Сначала проверяем старую ячейку на попадение //Exept(); _bullet.PositionX = _xNew; _bullet.PositionY = _yNew; Exept(); Map_Cell newCall = _map.Calls.FirstOrDefault(p => p.IndexLeft == _bullet.PositionX && p.IndexTop == _bullet.PositionY); if (_bullet.Exept == true) { if (newCall != null && !newCall.Block) { UnitGenerator.AddStune(newCall, _bullet, _bullet.StunDuration); } (_bullet.GameObject.View as IGameControl).Remove(_map.MapCanvas); ///Было попадение, анимация исчезновения стрелы //_bullet.GameObject.View.Visibility = Visibility.Collapsed; ///Было попадение стрела исчезает ///Удаляем из масива всех объектов _map.GameObjectInCall.Remove(_bullet.GameObject); BoomMethod(_bullet.PositionX, _bullet.PositionY); //_map.MapCanvas.Children.Remove(_bullet.GameObject.View); } else { newCall.Bullet.Add(_bullet); } }
public void UseSpall(Map map, Game_Object_In_Call obj, IUnit unit, object property) { _unit = unit; if (unit.UnitFrozen == false && !_culdaunBool && !_unit.Hexed) { if (unit.Mana >= ManaCost) ///Проверка есть ли мана на каст { ///Флаг кулдауна _culdaunBool = true; _spellStopped = false; ///Отнимаем нужное количество unit.Mana -= ManaCost; _unit = unit; unit.OrijSpeed -= _speed; _firstTimer = new Storyboard() { Duration = TimeSpan.FromSeconds(Duration) }; _firstTimer.Completed += mouveTimer_Tick; _firstTimer.Begin(); _secondTimer = new Storyboard() { Duration = TimeSpan.FromSeconds(Culdaun) }; _secondTimer.Completed += mouveTimerCuldaun_Tick; _secondTimer.Begin(); if (Paused) { Pause(); } if (StartUseSpell != null) { StartUseSpell(this, null); } UnitGenerator.UpdatePlayerView(unit); } } }
private void AddRandomUnit() { UnitDescription newUnit = null; bool createdUnit = false; while (!createdUnit) //Unsafe, must have at most as many slots than possible combinations { newUnit = UnitGenerator.GenerateUnit(Unit.allyTag); if (GetEquivalentUnit(newUnit) == null) { createdUnit = true; } } AddUnitInInventory(newUnit); }
private static void CreateMobs(Map map, int mod, List <int> unitIndex3) { foreach (var item in unitIndex3) { Unit mob1 = UnitGenerator.M1_Ball(map.Calls[item].IndexLeft, map.Calls[item].IndexTop, map); mob1.NExp *= mod; mob1.NGold *= mod; mob1.AI = new AI_EasyAi() { CurrentMap = map, CurrentUnit = mob1 }; mob1.AI.StartAI(); map.CreateObjectUnitInCall(map.Calls[item], mob1); } }
// Use this for initialization protected override void Awake() { base.Awake (); timeOfLastSpawn = Time.time; numBodiesSpawned = 1; keepSpawning = true; uGen = Camera.main.GetComponent<UnitGenerator> (); GameObject go = GameObject.Find ("Spawn"); if (go) { spawn = go.transform.position; } else { Debug.Log ("Spawn not found"); } bodyAndTail = new List<UnitAnimated> (); }
// Use this for initialization void Awake() { Time.timeScale = 1f; isRunningLevel = false; level = 1; uGen = Camera.main.GetComponent<UnitGenerator> (); GameObject go = GameObject.Find ("Spawn"); if (go) { spawn = go.transform.position; } else { Debug.Log ("Spawn not found"); } //Makes it so the noise is 0.25 at level 50. noiseScalingScalar = 0.25f / Mathf.Pow (50f, noiseScalingFactor); }
// Use this for initialization void Start() { numSpawned = 0; uGen = Camera.main.GetComponent<UnitGenerator> (); // lvlSpawn = Camera.main.GetComponent<LevelSpawner> (); // lvlSpawn.StartNextLevel (); // InvokeRepeating("SpawnNext", 0, interval); // SpawnNext (); // node = NeuralNode.create (NeuralNode.NodeType.GRAYSCALE); // node = ScriptableObject.CreateInstance<CombinationNode> (); // NeuralNode gray = NeuralNode.create (NeuralNode.NodeType.GRAYSCALE); // NeuralNode color = NeuralNode.create (NeuralNode.NodeType.COLORHIST); // node.AddSubNode (gray); // node.AddSubNode (color); }
public void Init(GameObject tower) { // ShowTowerPopup window = ScriptableObject.CreateInstance<ShowTowerPopup>(); // window.position = new Rect(Screen.width / 2 + 100, Screen.height / 2 - 50, 300, 300); // GetComponent<Canvas> ().enabled = true; castle = GameObject.Find("Castle").GetComponent<CastleHealth>(); uGen = Camera.main.GetComponent<UnitGenerator>(); cFire = tower.transform.FindChild("Turret").GetComponent<CannonFire>(); // pause game previousTimeScale = Time.timeScale; Time.timeScale = 0; }
void Start() { time = 0f; unitGenerator = GameObject.FindGameObjectWithTag("Base").GetComponent<UnitGenerator>(); }