public void CreateUnit(UnitType unit, ProvinceIdentifier province) { Province mapProvince = _map.GetProvince(province.Province, province.Nation); // Get city location Vector2 cityPosition = mapProvince.center; GameObject soldierGO = Instantiate(_prefabProvider.GetUnitTransform(UnitPrefabType.BASIC_SOLDIER)).gameObject; soldierGO.transform.Rotate(Vector3.up, 180); GameObjectAnimator soldier = soldierGO.WMSK_MoveTo(cityPosition); soldier.autoRotation = false; soldier.terrainCapability = TERRAIN_CAPABILITY.OnlyGround; var guid = Guid.NewGuid(); // Set tank ownership soldier.attrib["player"] = 1; soldier.attrib["uuid"] = guid.ToString(); var createdUnit = _gameState.CreateUnit(new WorldMapGameUnit() { UnitType = unit, Guid = guid, Name = "SuccessfullyCreated!" }); soldierGO.GetComponent <GameUnitBehavior>().UnitAttributes = createdUnit; }
void ShowProvinceResources() { for (int k = 0; k < map.provinces.Length; k++) { GameObject resourceIcon = Instantiate (Resources.Load <GameObject>("Resource/" + provinces[k].getResource())); Vector2 position = map.GetProvince(k).center; resourceIcon.WMSK_MoveTo(position, true, 1.6f); } }
public void placeArmyOnMap(int provIndex, Nation nation, int id) { map = WMSK.instance; GameObject armyPrefabInstance = Instantiate(Resources.Load <GameObject> ("ToonyTinyPeople/TT_ww1/EarlyEraArmy")); WorldMapStrategyKit.Province prov = map.GetProvince(provIndex); if (nation.getType() == MyEnum.NationType.major || nation.getType() == MyEnum.NationType.minor) { if (State.GerEra() == MyEnum.Era.Early) { armyPrefabInstance = Instantiate(Resources.Load <GameObject> // ("ToonyTinyPeople/TT_ww1/EarlyEraArmy")); ("ToonyTinyPeople/TT_ww1/EarlyEraArmy")); } } else { { armyPrefabInstance = Instantiate(Resources.Load <GameObject> ("Model_Warrior/barbOne")); } } Vector2 position = prov.center; GameObjectAnimator army = armyPrefabInstance.WMSK_MoveTo(position); army.gameObject.AddComponent <GenericSoldierController>(); army.name = id.ToString(); SkinnedMeshRenderer[] smrs = armyPrefabInstance.GetComponentsInChildren <SkinnedMeshRenderer>(); foreach (SkinnedMeshRenderer smr in smrs) { if (smr.name.StartsWith("flagcl")) { Debug.Log("Army of " + nation.getNationName()); smr.material = Resources.Load("Flags/Materials/" + nation.getNationName(), typeof(Material)) as Material; } } if (nation.getType() == MyEnum.NationType.major || nation.getType() == MyEnum.NationType.minor) { army.transform.localScale = new Vector3(0.5f, 0.5f, 0.5f); } else { army.transform.localScale = new Vector3(0.2f, 0.2f, 0.2f); } army.preserveOriginalRotation = true; army.terrainCapability = TERRAIN_CAPABILITY.OnlyGround; army.autoScale = true; army.group = 1; army.transform.localRotation = Quaternion.Euler(-30f, 180f, 0f); army.BlocksRayCast = true; army.attrib["owner"] = nation.getIndex(); army.attrib["id"] = id; }
public void ToggleProvinceResources() { map = WMSK.instance; App app = UnityEngine.Object.FindObjectOfType <App>(); Dictionary <int, assemblyCsharp.Province> provinces = State.getProvinces(); if (State.GetResourceIcons().Count == 0) { for (int k = 0; k < map.provinces.Length; k++) { GameObject resourceIcon = Instantiate (Resources.Load <GameObject>("ResourceMap/" + provinces[k].getResource())); Vector2 position = map.GetProvince(k).center; GameObjectAnimator icon = resourceIcon.WMSK_MoveTo(position, true, 1f); // icon.WMSK_MoveTo(position, true, 1.6f); icon.transform.localScale = new Vector3(0.5f, 0.5f, 1.0f); // resourceIcon.SetActive(false); icon.autoScale = true; icon.group = 0; // icon.GetComponent<SpriteRenderer>().enabled = false; icon.visible = false; State.addResourceIcon(icon); } map.VGOToggleGroupVisibility(0, false); } else if (!resourceTogle.isOn) { map.VGOToggleGroupVisibility(0, false); } else if (resourceTogle.isOn) { map.VGOToggleGroupVisibility(0, true); // State.GetResourceIcons()[k].GetComponent<SpriteRenderer>().enabled = true; // State.GetResourceIcons()[k].SetActive(true); } // Instantiate the sprite, face it to up and position it into the map //goldIcon.transform.localRotation = Quaternion.Euler(90, 180, 180); //goldIcon.transform.localScale = Misc.Vector3one * 1f; // GameObject star = Instantiate(Resources.Load<GameObject>("Sprites/StarSprite")); }
public DeckDataItem NewDeckItem(string Name, DeckEra era, DeckType type, string DeckLocationName, string DeckLocationContinent, string DeckType, string deckFlag) { return(new DeckDataItem() { CurrentDeploymentScore = 0, DeckDestination = new Vector2(), DeckName = Name, DeckTimeEra = era, DeckType = type, DeckCurrentWorldLocation = map.GetProvince(DeckLocationName, DeckLocationContinent).center, //DeckIcon = DeckType, //DisplayDeckNameCountryFlag = deckFlag, UnitDeckRank = DeckRank.Rank0, //UnitDeckRankIcon = DeckIconName(DeckRank.Rank0), MaxDeploymentScore = 0 }); }