private void CheckStable()
 {
     if (aiStable.CheckFinish() && armyList.Count < 6)
     {
         UnitTraining stableTrain = aiStable.GetComponent <UnitTraining>();
         stableTrain.TrainOrder(0);
     }
 }
Example #2
0
    public void ConfigureUnitPopUp(GameObject parent, GameObject unit)
    {
        UnitTraining ut = unit.GetComponent <UnitTraining>();

        _thyme.transform.GetChild(2).gameObject.GetComponent <TextMeshProUGUI>().text = ut.GetUnitThymeCost().ToString("0");
        _ramen.transform.GetChild(2).gameObject.GetComponent <TextMeshProUGUI>().text = ut.GetUnitRamenCost().ToString("0");

        _name.GetComponent <TextMeshProUGUI>().text        = unit.GetComponent <Unit>().Name;
        _description.GetComponent <TextMeshProUGUI>().text = ut.GetUnitDescription();
        _flavour.GetComponent <TextMeshProUGUI>().text     = ut.GetUnitFlavourText();
        _unitStatus.GetComponent <UiUnitStatusPopUp>().Configure(unit);

        Configure(parent);
    }
    private void CheckBarrack()
    {
        Debug.Log("AI " + playerStat.GetPlayerNumber() + " build barrack.");
        if (aiBarrack.CheckFinish() && armyList.Count < 6)
        {
            UnitTraining barrackTrain = aiBarrack.GetComponent <UnitTraining>();
            barrackTrain.TrainOrder(Random.Range(0, 3));
        }

        Debug.Log("AI " + playerStat.GetPlayerNumber() + " find army.");
        UnitGroupSystem[] groupF = FindObjectsOfType <UnitGroupSystem>();
        foreach (UnitGroupSystem groupDum in groupF)
        {
            if (groupDum.GetOwner() == playerStat.GetPlayerNumber() && !armyList.Contains(groupDum))
            {
                armyList.Add(groupDum);
                Debug.Log("AI " + playerStat.GetPlayerNumber() + " add 1 army to group.");
            }
        }
        Debug.Log("AI " + playerStat.GetPlayerNumber() + " have army : " + armyList.Count);
    }