void Init() { transform.parent = MagicController.Instance.magicRoot; transform.localPosition = Vector3.zero; transform.localEulerAngles = Vector3.zero; transform.localScale = Vector3.one; warCtrl = MagicController.Instance.warCtrl; side = MagicController.Instance.GetMagicSide(); if (side == WarSceneController.WhichSide.Left) { speed = speedLeft; general = MagicController.Instance.warCtrl.leftGeneral; enemyGeneral = MagicController.Instance.warCtrl.rightGeneral; } else { speed = speedRight; general = MagicController.Instance.warCtrl.rightGeneral; enemyGeneral = MagicController.Instance.warCtrl.leftGeneral; } cameraPos = general.transform.localPosition; cameraPos.y = -30 * level; }
void Init() { transform.parent = MagicController.Instance.magicRoot; transform.localPosition = Vector3.zero; transform.localEulerAngles = Vector3.zero; transform.localScale = Vector3.one; warCtrl = MagicController.Instance.warCtrl; side = MagicController.Instance.GetMagicSide(); if (side == WarSceneController.WhichSide.Left) { general = warCtrl.leftGeneral; enemyGeneral = warCtrl.rightGeneral; scale = WarSceneController.manScaleLeft; speed = speedLeft; posOffset = posOffsetLeft; } else { general = warCtrl.rightGeneral; enemyGeneral = warCtrl.leftGeneral; scale = WarSceneController.manScaleRight; speed = speedRight; posOffset = posOffsetRight; } }
public void SetRangedWeapon(WarSceneController.WhichSide s, WarSceneController.Direction d, int t, Vector3 pos) { int idx = t - 3; GameObject go = (GameObject)Instantiate(rangedWeaponPrefab[idx]); RangedWeapon rw = go.AddComponent <RangedWeapon>(); rw.Init(s, d, t, pos, transform, warCtrl); }
public void SetInfo(bool isWithFire, WarSceneController.WhichSide side, Vector3 positionStart, SolidersController soliderCtrl, GeneralController generalCtrl) { this.isWithFire = isWithFire; this.side = side; this.soliderCtrl = soliderCtrl; this.generalCtrl = generalCtrl; this.transform.localPosition = positionStart; }
void Init() { transform.parent = MagicController.Instance.magicRoot; transform.localPosition = Vector3.zero; transform.localEulerAngles = Vector3.zero; transform.localScale = Vector3.one; warCtrl = MagicController.Instance.warCtrl; side = MagicController.Instance.GetMagicSide(); enemySide = MagicController.Instance.GetMagicEnemySide(); enemyCenterPoint = warCtrl.GetArmyCentrePoint(enemySide); Vector3 upOffset; Vector3 downOffset; Vector3 scale; if (side == WarSceneController.WhichSide.Left) { upOffset = upOffsetLeft; downOffset = downOffsetLeft; scale = WarSceneController.manScaleLeft; } else { upOffset = upOffsetRight; downOffset = downOffsetRight; scale = WarSceneController.manScaleRight; } Vector3[] carPositionFrom = new Vector3[] { enemyCenterPoint + upOffset, enemyCenterPoint + downOffset, enemyCenterPoint + upOffset + upSpace, enemyCenterPoint + downOffset + downSpace }; upOffset.x = -upOffset.x; downOffset.x = -downOffset.x; Vector3[] carPositionTo = new Vector3[] { enemyCenterPoint + upOffset, enemyCenterPoint + downOffset, enemyCenterPoint + upOffset + upSpace, enemyCenterPoint + downOffset + downSpace }; for (int i = 0; i < level * 2; i++) { GameObject go = InstantiateOneGO(carName, carPositionFrom[i], scale, WarSceneController.manEulerAngles); go.SetActive(false); go.GetComponent <MagicChongCheAct>().SetInfo(carPositionFrom[i], carPositionTo[i]); listCar.Add(go); } }
void Init() { warCtrl = MagicController.Instance.warCtrl; enemySide = MagicController.Instance.GetMagicEnemySide(); armyCenterPoint = warCtrl.GetArmyCentrePoint(enemySide); transform.parent = MagicController.Instance.magicRoot; transform.localPosition = Vector3.zero; transform.localEulerAngles = Vector3.zero; transform.localScale = Vector3.one; }
void Init() { transform.parent = MagicController.Instance.magicRoot; transform.localPosition = Vector3.zero; transform.localEulerAngles = Vector3.zero; transform.localScale = Vector3.one; warCtrl = MagicController.Instance.warCtrl; side = MagicController.Instance.GetMagicSide(); enemySide = MagicController.Instance.GetMagicEnemySide(); enemyCenterPos = warCtrl.GetArmyCentrePoint(enemySide); List <SolidersController> listSoldier = new List <SolidersController>(); for (int i = 0; i < level; i++) { SolidersController sCtrl = MagicController.Instance.warCtrl.GetRandomSolider(enemySide); Vector3 pos; if (sCtrl != null && !listSoldier.Contains(sCtrl)) { pos = sCtrl.transform.localPosition; listSoldier.Add(sCtrl); } else { if (!isHitGeneral && Random.Range(0, 100) < 40) { isHitGeneral = true; GeneralController gCtrl; if (enemySide == WarSceneController.WhichSide.Left) { gCtrl = MagicController.Instance.warCtrl.leftGeneral; } else { gCtrl = MagicController.Instance.warCtrl.rightGeneral; } pos = gCtrl.transform.localPosition; } else { pos = enemyCenterPos; pos.x += Random.Range(-180, 180); pos.y += Random.Range(-100, 100); } } GameObject go = InstantiateOneGO(tornadoName, pos, Vector3.one, Vector3.zero); go.SetActive(false); listTornado.Add(go); } }
void WaitForCameraMoveToGeneral() { WarSceneController.WhichSide side = MagicController.Instance.GetMagicSide(); if (side == WarSceneController.WhichSide.Left) { MagicController.Instance.warCtrl.SetCameraMoveTo(cameraPosLeft); } else { MagicController.Instance.warCtrl.SetCameraMoveTo(cameraPosRight); } Invoke("WaitForMoveCameraToDownArrow", 1.5f); }
public void ResetSwordValue(WarSceneController.WhichSide side) { if (side == WarSceneController.WhichSide.Left) { leftSwordValue = 0; leftSwordClipping.width = leftSwordValue; leftSwordSP.color = new Color(1, 1, 1, 1); } else { rightSwordValue = 0; rightSwordClipping.width = leftSwordValue; rightSwordSP.color = new Color(1, 1, 1, 1); } }
void Init() { transform.parent = MagicController.Instance.magicRoot; transform.localPosition = Vector3.zero; transform.localEulerAngles = Vector3.zero; transform.localScale = Vector3.one; warCtrl = MagicController.Instance.warCtrl; enemySide = MagicController.Instance.GetMagicEnemySide(); enemyCenterPoint = warCtrl.GetArmyCentrePoint(enemySide); go = (GameObject)Instantiate(Resources.Load(wordName)); go.transform.parent = transform; go.transform.localPosition = enemyCenterPoint; go.SetActive(false); }
public void SetMagic(int no, WarSceneController.WhichSide side) { info = MagicManager.Instance.GetMagicDataInfo(no); warCtrl.OnResumeGame(); WarSceneController.state = WarSceneController.State.Magic; this.side = side; if (side == WarSceneController.WhichSide.Right) { enemySide = WarSceneController.WhichSide.Left; magicShow.magicInfo.SetInfo(info); warCtrl.rightGeneral.SetGeneralWaitForMagic(info.TIME); warCtrl.SetCameraMoveTo(new Vector3( warCtrl.rightGeneral.transform.localPosition.x, -30, 0)); } else { enemySide = WarSceneController.WhichSide.Right; warCtrl.leftGeneral.SetGeneralWaitForMagic(info.TIME); warCtrl.SetCameraMoveTo(new Vector3( warCtrl.leftGeneral.transform.localPosition.x, -30, 0)); } if (no == 18 || no == 49) { magicCount = 3; } else { magicCount = 1; } grayCtrl.SetGray(true); warCtrl.WaitforMagicMoveToGeneral(); }
void Init() { transform.parent = MagicController.Instance.magicRoot; transform.localPosition = Vector3.zero; transform.localEulerAngles = Vector3.zero; transform.localScale = Vector3.one; warCtrl = MagicController.Instance.warCtrl; side = MagicController.Instance.GetMagicSide(); enemySide = MagicController.Instance.GetMagicEnemySide(); Vector3 posGeneral; if (enemySide == WarSceneController.WhichSide.Left) { gCtrl = warCtrl.leftGeneral; posGeneral = warCtrl.leftGeneral.transform.localPosition; } else { gCtrl = warCtrl.rightGeneral; posGeneral = warCtrl.rightGeneral.transform.localPosition; } Vector3 pos = posGeneral; GameObject go = InstantiateOneGO(stoneName, pos, WarSceneController.manScaleRight, WarSceneController.manEulerAngles); go.SetActive(false); listStones.Add(go); for (int i = 1; i < levelNum[level - 1]; i++) { pos = posGeneral; pos.x += Random.Range(-100, 100); pos.y += Random.Range(-100, 100); go = InstantiateOneGO(stoneName, pos, WarSceneController.manScaleRight, WarSceneController.manEulerAngles); go.SetActive(false); listStones.Add(go); } }
void Init() { transform.parent = MagicController.Instance.magicRoot; transform.localPosition = Vector3.zero; transform.localEulerAngles = Vector3.zero; transform.localScale = Vector3.one; warCtrl = MagicController.Instance.warCtrl; side = MagicController.Instance.GetMagicSide(); if (side == WarSceneController.WhichSide.Left) { speed = speedLeft; general = MagicController.Instance.warCtrl.leftGeneral; enemyGeneral = MagicController.Instance.warCtrl.rightGeneral; } else { speed = speedRight; general = MagicController.Instance.warCtrl.rightGeneral; enemyGeneral = MagicController.Instance.warCtrl.leftGeneral; } if (type == 0) { arrowName = arrowName1; explodeName = explodeName1; } else if (type == 1) { arrowName = arrowName2; explodeName = explodeName2; } else if (type == 2) { arrowName = arrowName3; explodeName = explodeName3; } }
public void SetDialogue(string t, WarSceneController.WhichSide side) { gameObject.SetActive(true); isShowingText = true; text = t; textIdx = 0; timeTick = Time.realtimeSinceStartup; if (font == null) { font = transform.FindChild("Font").GetComponent <exSpriteFont>(); } font.text = ""; if (side == WarSceneController.WhichSide.Left) { transform.localPosition = new Vector3(offset, transform.localPosition.y, transform.localPosition.z); } else { transform.localPosition = new Vector3(-offset, transform.localPosition.y, transform.localPosition.z); } }
void Init() { warCtrl = MagicController.Instance.warCtrl; centerPoint = warCtrl.GetArmyCentrePoint(MagicController.Instance.GetMagicEnemySide()); transform.parent = MagicController.Instance.magicRoot; transform.localPosition = centerPoint; side = MagicController.Instance.GetMagicSide(); if (side == WarSceneController.WhichSide.Left) { transform.localPosition = new Vector3(transform.localPosition.x - 100, transform.localPosition.y, transform.localPosition.z); } else { transform.localPosition = new Vector3(transform.localPosition.x + 100, transform.localPosition.y, transform.localPosition.z); } transform.localEulerAngles = Vector3.zero; transform.localScale = Vector3.one; }
void Init() { transform.parent = MagicController.Instance.magicRoot; transform.localPosition = Vector3.zero; transform.localEulerAngles = Vector3.zero; transform.localScale = Vector3.one; warCtrl = MagicController.Instance.warCtrl; side = MagicController.Instance.GetMagicSide(); if (side == WarSceneController.WhichSide.Left) { posGeneral = warCtrl.leftGeneral.transform.localPosition; } else { posGeneral = warCtrl.rightGeneral.transform.localPosition; } float angle = 2 * Mathf.PI / 8; for (int i = 0; i < level; i++) { for (int j = 0; j < 8; j++) { Vector3 pos = posGeneral; pos.x += radius * level * Mathf.Cos(angle * (j + 0.5f)); pos.y += radius * level * Mathf.Sin(angle * (j + 0.5f)); GameObject go = InstantiateOneGO(fireName, posGeneral, WarSceneController.manScaleRight, WarSceneController.manEulerAngles); go.GetComponent <MagicBaMianHuoAct>().SetInfo(posGeneral, pos); go.SetActive(false); listFire.Add(go); } } }
public void Init(WarSceneController.WhichSide s, WarSceneController.Direction d, int t, Vector3 pos, Transform parent, WarSceneController ws) { side = s; dir = d; type = t; warCtrl = ws; transform.parent = parent; transform.localPosition = pos; transform.GetChild(0).localPosition = offset; if (dir == WarSceneController.Direction.Left) { speed = -speed; transform.localScale = WarSceneController.manScaleRight; } else { transform.localScale = WarSceneController.manScaleLeft; } orgPosX = transform.localPosition.x; transform.localEulerAngles = WarSceneController.manEulerAngles; }
void Init() { transform.parent = MagicController.Instance.magicRoot; transform.localPosition = Vector3.zero; transform.localEulerAngles = Vector3.zero; transform.localScale = Vector3.one; warCtrl = MagicController.Instance.warCtrl; side = MagicController.Instance.GetMagicSide(); enemySide = MagicController.Instance.GetMagicEnemySide(); enemyCenterPoint = warCtrl.GetArmyCentrePoint(enemySide); Vector3 scale; Vector3 juShiDownOff; Vector3 juShiBasePos; float juShiXStep; if (side == WarSceneController.WhichSide.Left) { scale = WarSceneController.manScaleLeft; juShiDownOff = juShiDownOffLeft; juShiBasePos = juShiBasePosLeft; juShiXStep = juShiXStepLeft; } else { scale = WarSceneController.manScaleRight; juShiDownOff = juShiDownOffRight; juShiBasePos = juShiBasePosRight; juShiXStep = juShiXStepRight; } for (int i = 0; i < levelNum[level - 1]; i++) { int col = i / 6; int row = i % 6; Vector3 pos = new Vector3(juShiBasePos.x + juShiXStep * col, juShiBasePos.y + juShiYStep * row, juShiBasePos.z); GameObject go = InstantiateOneGO(juShiName, pos, scale, WarSceneController.manEulerAngles); listJuShi.Add(go); List <SolidersController> listSolidersAdded = new List <SolidersController>(); SolidersController sCtrl = MagicController.Instance.warCtrl.GetRandomSolider(enemySide); if (sCtrl != null && !listSolidersAdded.Contains(sCtrl)) { listSolidersAdded.Add(sCtrl); pos = sCtrl.transform.localPosition; pos.z = 0; pos += juShiDownOff; } else { if (!hitGeneral && Random.Range(0, 100) < 40) { hitGeneral = true; GeneralController gCtrl; if (enemySide == WarSceneController.WhichSide.Left) { gCtrl = MagicController.Instance.warCtrl.leftGeneral; } else { gCtrl = MagicController.Instance.warCtrl.rightGeneral; } pos = gCtrl.transform.localPosition; pos.z = 0; pos += juShiDownOff; } else { pos = new Vector3(enemyCenterPoint.x + Random.Range(-150, 150), enemyCenterPoint.y + Random.Range(-80, 80), -150); } } go = InstantiateOneGO(juShiDownName, pos, scale, WarSceneController.manEulerAngles); go.SetActive(false); go.GetComponent <MagicJuShiDown>().SetInfo(pos, pos - juShiDownOff, this); listJuShiDown.Add(go); } }
void Init() { transform.parent = MagicController.Instance.magicRoot; transform.localPosition = Vector3.zero; transform.localEulerAngles = Vector3.zero; transform.localScale = Vector3.one; warCtrl = MagicController.Instance.warCtrl; side = MagicController.Instance.GetMagicSide(); enemySide = MagicController.Instance.GetMagicEnemySide(); enemyCenterPos = warCtrl.GetArmyCentrePoint(enemySide); Vector3 posGeneral; if (side == WarSceneController.WhichSide.Left) { posGeneral = warCtrl.leftGeneral.transform.localPosition; } else { posGeneral = warCtrl.rightGeneral.transform.localPosition; } yellowDragon = InstantiateOneGO(yellowDragonName, posGeneral, WarSceneController.manScaleRight, WarSceneController.manEulerAngles); yellowDragon.SetActive(false); particalGO = (GameObject)Instantiate(Resources.Load(particalName1)); particalGO.transform.parent = transform; particalGO.transform.localPosition = posGeneral; for (int i = 0; i < 10; i++) { Vector3 posUp = posGeneral; posUp.x += Random.Range(-30, 30); GameObject go = InstantiateOneGO(fireUpName, posUp, WarSceneController.manScaleRight, WarSceneController.manEulerAngles); go.SetActive(false); listFireUp.Add(go); go = InstantiateOneGO(fireDownName, Vector3.zero, WarSceneController.manScaleRight, WarSceneController.manEulerAngles); go.SetActive(false); listFireDown.Add(go); MagicFireDown fireDownScript = go.GetComponent <MagicFireDown>(); SolidersController sCtrl = MagicController.Instance.warCtrl.GetRandomSolider(enemySide); Vector3 pos; if (sCtrl != null) { pos = sCtrl.transform.localPosition; pos.z = -150; } else { if (!hitGeneral && Random.Range(0, 100) < 20) { hitGeneral = true; GeneralController gCtrl; if (enemySide == WarSceneController.WhichSide.Left) { gCtrl = MagicController.Instance.warCtrl.leftGeneral; } else { gCtrl = MagicController.Instance.warCtrl.rightGeneral; } pos = gCtrl.transform.localPosition; pos.z = -150; } else { pos = new Vector3(enemyCenterPos.x + Random.Range(-150, 150), enemyCenterPos.y + Random.Range(-80, 80), -150); } } fireDownScript.SetInfo(pos, this); go = InstantiateOneGO(fireExplodeName, Vector3.zero, WarSceneController.manScaleRight, WarSceneController.manEulerAngles); go.SetActive(false); listFireExplode.Add(go); } }
public void SetInfo(WarSceneController.WhichSide side) { this.side = side; }
void Init() { transform.parent = MagicController.Instance.magicRoot; transform.localPosition = Vector3.zero; transform.localEulerAngles = Vector3.zero; transform.localScale = Vector3.one; float xStep = 0; Vector3 arrowOff = Vector3.zero; Vector3 arrowDownOff = Vector3.zero; Vector3 posBase = Vector3.zero; Vector3 scale = Vector3.zero; string archerName = ""; string arrowUpName = ""; string arrowDownName = ""; WarSceneController.WhichSide side = MagicController.Instance.GetMagicSide(); WarSceneController.WhichSide enemySide = (side == WarSceneController.WhichSide.Left) ? WarSceneController.WhichSide.Right : WarSceneController.WhichSide.Left; if (side == WarSceneController.WhichSide.Left) { xStep = this.manXStepLeft; arrowOff = this.arrowOffLeft; arrowDownOff = this.arrowDownOffLeft; posBase = this.manBasePosLeft; scale = WarSceneController.manScaleLeft; if (!isWithFire) { archerName = this.archerNameLeft; } else { archerName = this.fireArcherNameLeft; } } else { xStep = this.manXStepRight; arrowOff = this.arrowOffRight; arrowDownOff = this.arrowDownOffRight; posBase = this.manBasePosRight; scale = WarSceneController.manScaleRight; if (!isWithFire) { archerName = this.archerNameRight; } else { archerName = this.fireArcherNameRight; } } if (!isWithFire) { arrowUpName = this.arrowUpName; arrowDownName = this.arrowDownName; } else { arrowUpName = this.fireArrowUpName; arrowDownName = this.fireArrowDownName; } this.enemyCenterPoint = MagicController.Instance.warCtrl.GetArmyCentrePoint(enemySide); List <SolidersController> listSolidersAdded = new List <SolidersController>(); for (int i = 0; i < level; i++) { for (int j = 0; j < 10; j++) { GameObject archerGO = InstantiateOneGO(archerName, posBase, scale); archerGO.GetComponent <MGArcherCtrl>().SetInfo(i * 10 + j, isWithFire, Random.Range(1f, 1.5f), this); GameObject arrowUpGO = InstantiateOneGO(arrowUpName, posBase + arrowOff, scale); arrowUpGO.SetActive(false); listArrowUp.Add(arrowUpGO); arrowUpGO.GetComponent <MGArrowUpCtrl>().SetInfo(side); GameObject arrowDownGO = InstantiateOneGO(arrowDownName, Vector3.zero, scale); arrowDownGO.SetActive(false); listArrowDown.Add(arrowDownGO); Vector3 pos; SolidersController sCtrl = MagicController.Instance.warCtrl.GetRandomSolider(enemySide); if (sCtrl != null && !listSolidersAdded.Contains(sCtrl)) { listSolidersAdded.Add(sCtrl); pos = sCtrl.transform.localPosition; pos.z = 0; pos += arrowDownOff; arrowDownGO.GetComponent <MGArrowDownCtrl>().SetInfo(isWithFire, side, pos, sCtrl, null); } else { if (!hitGeneral && Random.Range(0, 100) < 20) { hitGeneral = true; GeneralController gCtrl; if (enemySide == WarSceneController.WhichSide.Left) { gCtrl = MagicController.Instance.warCtrl.leftGeneral; } else { gCtrl = MagicController.Instance.warCtrl.rightGeneral; } pos = gCtrl.transform.localPosition; pos.z = 0; pos += arrowDownOff; arrowDownGO.GetComponent <MGArrowDownCtrl>().SetInfo(isWithFire, side, pos, null, gCtrl); } else { pos = new Vector3(enemyCenterPoint.x + Random.Range(-150, 150), enemyCenterPoint.y + Random.Range(-80, 80), -150); arrowDownGO.GetComponent <MGArrowDownCtrl>().SetInfo(isWithFire, side, pos, null, null); } } posBase.y += this.manYStep; } posBase.x += xStep; posBase.y -= this.manYStep * 10; } }
void Init() { side = MagicController.Instance.GetMagicSide(); transform.parent = MagicController.Instance.magicRoot; transform.localPosition = Vector3.zero; transform.localEulerAngles = Vector3.zero; transform.localScale = Vector3.one; int soldierCur = 0; int soldierMax = 0; int addNum = 0; float manXStep = 0; Vector3 pos = Vector3.zero; GeneralInfo gInfo; if (side == WarSceneController.WhichSide.Left) { manXStep = manXStepLeft; pos = manPosBaseLeft; gInfo = Informations.Instance.GetGeneralInfo(WarSceneController.leftGeneralIdx); soldierRoot = GameObject.Find("LeftSoliders").transform; } else { manXStep = manXStepRight; pos = manPosBaseRight; gInfo = Informations.Instance.GetGeneralInfo(WarSceneController.rightGeneralIdx); soldierRoot = GameObject.Find("RightSoliders").transform; } soldierCur = gInfo.soldierCur + gInfo.knightCur; soldierMax = gInfo.soldierMax + gInfo.knightMax; soldierCur += levelNum[level]; if (soldierCur > soldierMax) { soldierCur = soldierMax; } addNum = soldierCur - (gInfo.soldierCur + gInfo.knightCur); if (addNum == 0) { return; } int addIdx = 0; int soliderType = Misc.GetArmsIdx(gInfo.armsCur); int knightNum = gInfo.knightMax - gInfo.knightCur; for (int i = 0; i < knightNum; i++) { GenerateOneSoldier(soliderType, pos, true); gInfo.knightCur++; addNum--; if (addNum == 0) { return; } addIdx++; if (addIdx == 10) { addIdx = 0; pos.x += manXStep; pos.y = 180; } else { pos.y += manYStep; } } int footSoldierNum = gInfo.soldierMax - gInfo.soldierCur; for (int i = 0; i < footSoldierNum; i++) { GenerateOneSoldier(soliderType, pos, false); gInfo.soldierCur++; addNum--; if (addNum == 0) { return; } addIdx++; if (addIdx == 10) { addIdx = 0; pos.x += manXStep; pos.y = 180; } else { pos.y += manYStep; } } }
void Init() { transform.parent = MagicController.Instance.magicRoot; transform.localPosition = Vector3.zero; transform.localEulerAngles = Vector3.zero; transform.localScale = Vector3.one; warCtrl = MagicController.Instance.warCtrl; side = MagicController.Instance.GetMagicSide(); enemySide = MagicController.Instance.GetMagicEnemySide(); Vector3 posGeneral; if (side == WarSceneController.WhichSide.Left) { posGeneral = warCtrl.leftGeneral.transform.localPosition; } else { posGeneral = warCtrl.rightGeneral.transform.localPosition; } float angle = 2 * Mathf.PI / (level * 4); for (int i = 0; i < level * 4; i++) { Vector3 pos = posGeneral; pos.x += radius * Mathf.Cos(angle * (i + 0.5f)); pos.y += radius * Mathf.Sin(angle * (i + 0.5f)); pos.z = -50; GameObject go = InstantiateOneGO(swordUpName, pos, WarSceneController.manScaleRight, WarSceneController.manEulerAngles); go.SetActive(false); listSwordUp.Add(go); } List <SolidersController> listSoldier = new List <SolidersController>(); for (int i = 0; i < level; i++) { SolidersController sCtrl = MagicController.Instance.warCtrl.GetRandomSolider(enemySide); Vector3 pos; if (sCtrl != null && !listSoldier.Contains(sCtrl)) { pos = sCtrl.transform.localPosition; pos.z = -150; listSoldier.Add(sCtrl); } else { GeneralController gCtrl; if (enemySide == WarSceneController.WhichSide.Left) { gCtrl = MagicController.Instance.warCtrl.leftGeneral; } else { gCtrl = MagicController.Instance.warCtrl.rightGeneral; } pos = gCtrl.transform.localPosition; pos.z = -150; } GameObject go = InstantiateOneGO(swordDownMainName, pos, WarSceneController.manScaleRight * 3f, WarSceneController.manEulerAngles); go.SetActive(false); go.GetComponent <MagicSwordDonwMain>().SetInfo(this); listSwordDownMain.Add(go); for (int j = 0; j < 8; j++) { Vector3 posDown = pos; posDown.x += Random.Range(-50, 50); posDown.y += Random.Range(-50, 50); go = InstantiateOneGO(swordDownName, posDown, WarSceneController.manScaleRight, WarSceneController.manEulerAngles); go.SetActive(false); listSwordDown.Add(go); } } }
public void SetSide(WarSceneController.WhichSide s) { side = s; }