Example #1
0
    // Start is called before the first frame update
    void Start()
    {
        //Link to UI
        UI_Manager_script UI_values = UI_Man.GetComponent <UI_Manager_script>();

        Display_status = GetComponent <CanvasGroup>();

        //Link to players
        Player_script Values_P1 = P1.GetComponent <Player_script>();
        Player_script Values_P2 = P2.GetComponent <Player_script>();
        Player_script Values_P3 = P3.GetComponent <Player_script>();
        Player_script Values_P4 = P4.GetComponent <Player_script>();

        //Set-up Phase 1
        UnitDeployed        = 0;
        Unit_To_Be_Deployed = Unit_script.UnitType.Default;
        Intel.text          = "";
    }
Example #2
0
 public void BT_ADD_Rifle(int a)
 {
     //player must have enough ressources: 1 Steel and 1 Devise
     if (PlayerToPlay.Energy_stock > -1 && PlayerToPlay.Steel_stock > 0 &&
         PlayerToPlay.Brick_stock > -1 && PlayerToPlay.Money_stock > 0)
     {
         //=>Update information message
         Intel.text          = "Rifle can be created, where do you want it to be deployed?"; // String répétée, à mettre dans une constante et à concaténer
         UI_values.Step      = UI_Manager_script.StepType.Token_creation_case;
         Unit_To_Be_Deployed = Unit_script.UnitType.Rifle;
     }
     else
     {
         //=>Update information message
         Intel.text          = "You don't have enough ressources to deploy a new unit."; // String répétée, à mettre dans une constante
         Unit_To_Be_Deployed = Unit_script.UnitType.Default;
     }
 }
Example #3
0
 public void BT_ADD_Artillery(int a)
 {
     //player must have enough ressources: 2 Steel, 1 Energy and 2 Devise
     if (PlayerToPlay.Energy_stock > 0 && PlayerToPlay.Steel_stock > 1 &&
         PlayerToPlay.Brick_stock > -1 && PlayerToPlay.Money_stock > 1)
     {
         //=>Update information message
         Intel.text          = "Artillery can be created, where do you want it to be deployed?";
         UI_values.Step      = UI_Manager_script.StepType.Token_creation_case;
         Unit_To_Be_Deployed = Unit_script.UnitType.Artillery;
     }
     else
     {
         //=>Update information message
         Intel.text          = "You don't have enough ressources to deploy a new unit.";
         Unit_To_Be_Deployed = Unit_script.UnitType.Default;
     }
 }
Example #4
0
    public void Ressources_Payment(Unit_script.UnitType type)
    {
        switch (type)
        {
        case Unit_script.UnitType.Rifle:
            PlayerToPlay.S_stock_change(-1f);
            PlayerToPlay.E_stock_change(0f);
            PlayerToPlay.B_stock_change(0f);
            PlayerToPlay.M_stock_change(-1f);
            break;

        case Unit_script.UnitType.Bazooka:
            PlayerToPlay.S_stock_change(-1f);
            PlayerToPlay.E_stock_change(-1f);
            PlayerToPlay.B_stock_change(0f);
            PlayerToPlay.M_stock_change(-2f);
            break;

        case Unit_script.UnitType.Jeep:
            PlayerToPlay.S_stock_change(-2f);
            PlayerToPlay.E_stock_change(-1f);
            PlayerToPlay.B_stock_change(0f);
            PlayerToPlay.M_stock_change(-1f);
            break;

        case Unit_script.UnitType.Tank:
            PlayerToPlay.S_stock_change(-3f);
            PlayerToPlay.E_stock_change(-1f);
            PlayerToPlay.B_stock_change(0f);
            PlayerToPlay.M_stock_change(-2f);
            break;

        case Unit_script.UnitType.Artillery:
            PlayerToPlay.S_stock_change(-2f);
            PlayerToPlay.E_stock_change(-1f);
            PlayerToPlay.B_stock_change(0f);
            PlayerToPlay.M_stock_change(-2f);
            break;
        }
    }