Example #1
0
    public static void AddUnitsToGroup(UnitGroup group, int numUnits)
    {
        var units = current.groupUnitsMap[group.ID];

        group.AddUnits(numUnits);
        for (int i = 0; i < numUnits; i++)
        {
            var unit = CreateUnitForFaction(group.Faction);
            unit.SetGroup(group);
            units.Add(unit);
        }
    }
Example #2
0
    // places new unit within nearby group if one exists, aggregating multiple should it bridge different groups.
    private void IntegrateUnit(ResUnit unit)
    {
        Debug.Log("INTEGRATING");
        VectorHex posHex = unit.posHex;

        Debug.Log("ID: " + unit.owner.playerID);
        List <UnitGroup> neighborGroups = grid.GetPosNeighborGroups(posHex, distinguishPlayers: true, playerQueried: unit.owner.playerID, ignoreOwnGroup: true, invertPlayerSelection: false);

        // if there are no neighbors
        if (neighborGroups.Count < 1)
        {
            UnitGroup newGroup = new UnitGroup(unit.owner);
            newGroup.AddUnit(unit);
            allGroups.Add(newGroup);
        }
        else if (neighborGroups.Count > 1)
        {
            UnitGroup superGroup = neighborGroups[0];
            for (int i = 1; i < neighborGroups.Count; i++)
            {
                superGroup.AddUnits(neighborGroups[i].units);
                if (allGroups.Contains(neighborGroups[i]))
                {
                    allGroups.Remove(neighborGroups[i]);
                }
            }
            superGroup.AddUnit(unit);
        }
        else
        {
            neighborGroups[0].AddUnit(unit);
        }

        grid.PlaceUnit(unit);
        allUnits.Add(unit);
    }