public void Initialise(WorldGridScript world) { m_archeryCounter = new GameObject("Castle Archery Marker"); m_infantryCounter = new GameObject("Castle Infantry Marker"); m_cavalryCounter = new GameObject("Castle Cavalry Marker"); Vector3 temp = gameObject.transform.position; temp.y = 5.0f; m_archeryCounter.transform.position = temp; m_infantryCounter.transform.position = temp; m_cavalryCounter.transform.position = temp; MeshRenderer archeryMeshRenderer = m_archeryCounter.AddComponent<MeshRenderer>(); MeshFilter archeryMeshFilter = m_archeryCounter.AddComponent<MeshFilter>(); archeryMeshRenderer.sharedMaterial = world.CounterMaterial; archeryMeshFilter.mesh = world.ArcheryCounterMesh; MeshRenderer infantryMeshRenderer = m_infantryCounter.AddComponent<MeshRenderer>(); MeshFilter infantryMeshFilter = m_infantryCounter.AddComponent<MeshFilter>(); infantryMeshRenderer.sharedMaterial = world.CounterMaterial; infantryMeshFilter.mesh = world.InfantryCounterMesh; MeshRenderer cavalryMeshRenderer = m_cavalryCounter.AddComponent<MeshRenderer>(); MeshFilter cavalryMeshFilter = m_cavalryCounter.AddComponent<MeshFilter>(); cavalryMeshRenderer.sharedMaterial = world.CounterMaterial; cavalryMeshFilter.mesh = world.CavalryCounterMesh; infantryRecruitmentTiles = new List<WorldTileScript>(); archeryRecruitmentTiles = new List<WorldTileScript>(); cavalryRecruitmentTiles = new List<WorldTileScript>(); uselessTerritoryTiles = new List<WorldTileScript>(); SpawnHoverArmy(); }
public void Initialise(CastleScript castle, WorldGridScript world) { m_archeryCounter = new GameObject("Hover Archery Marker"); m_infantryCounter = new GameObject("Hover Infantry Marker"); m_cavalryCounter = new GameObject("Hover Cavalry Marker"); m_archeryCounter.transform.SetParent(transform); m_infantryCounter.transform.SetParent(transform); m_cavalryCounter.transform.SetParent(transform); Vector3 temp = gameObject.transform.position; m_archeryCounter.transform.position = temp; m_infantryCounter.transform.position = temp; m_cavalryCounter.transform.position = temp; MeshRenderer archeryMeshRenderer = m_archeryCounter.AddComponent<MeshRenderer>(); MeshFilter archeryMeshFilter = m_archeryCounter.AddComponent<MeshFilter>(); archeryMeshRenderer.sharedMaterial = world.CounterMaterial; archeryMeshFilter.mesh = world.ArcheryCounterMesh; MeshRenderer infantryMeshRenderer = m_infantryCounter.AddComponent<MeshRenderer>(); MeshFilter infantryMeshFilter = m_infantryCounter.AddComponent<MeshFilter>(); infantryMeshRenderer.sharedMaterial = world.CounterMaterial; infantryMeshFilter.mesh = world.InfantryCounterMesh; MeshRenderer cavalryMeshRenderer = m_cavalryCounter.AddComponent<MeshRenderer>(); MeshFilter cavalryMeshFilter = m_cavalryCounter.AddComponent<MeshFilter>(); cavalryMeshRenderer.sharedMaterial = world.CounterMaterial; cavalryMeshFilter.mesh = world.CavalryCounterMesh; m_cavalryCounter.AddComponent<MeshCollider>(); m_infantryCounter.AddComponent<MeshCollider>(); m_archeryCounter.AddComponent<MeshCollider>(); UnitSlider cavalry = m_cavalryCounter.AddComponent<UnitSlider>(); UnitSlider infantry = m_infantryCounter.AddComponent<UnitSlider>(); UnitSlider archery = m_archeryCounter.AddComponent<UnitSlider>(); infantry.Init(castle.infantryRecruitmentTiles); cavalry.Init(castle.cavalryRecruitmentTiles); archery.Init(castle.archeryRecruitmentTiles); m_castle = castle; }
// Use this for initialization void Start() { m_grid = GameObject.Find("WorldGrid").GetComponent<WorldGridScript>(); }
// Use this for initialization void Start() { worldGrid = GameObject.Find("WorldGrid").GetComponent<WorldGridScript>(); m_path = new List<WorldTileScript>(); }
// Use this for initialization void Start() { m_worldGrid = GameObject.Find("WorldGrid").GetComponent<WorldGridScript>(); m_pathPlanner = this.GetComponent<WorldPathPlanner>(); m_xBound = m_worldGrid.XBounds; m_yBound = m_worldGrid.YBounds; m_targetPos = transform.position; this.gameObject.GetComponent<Renderer>().material.color = Faction.FactionColor; RaycastHit tileHit; bool hit = Physics.Raycast(transform.position, new Vector3(0.0f, -1.0f, 0.0f), out tileHit, 2.0f * HoverPlane); if(hit) { WorldTileScript tile = tileHit.collider.gameObject.GetComponent<WorldTileScript>(); if(tile) { m_tile = tile; m_tile.ArmyEnter(this); } } Territory = new List<WorldTileScript>(); }
// Use this for initialization void Start() { worldGrid = GameObject.Find("WorldGrid").GetComponent<WorldGridScript>(); worldGrid.AddTile(x,y,this); //UpdateColour(); }