// Start is called before the first frame update void Start() { if (instance == null) { armies = new List <GameObject>(GameObject.FindGameObjectsWithTag("Army")); foreach (var unit in armies) { if (unit.layer == LayerMask.NameToLayer("PlayerA")) { PlayerAArmies.Add(unit); } else { PlayerBArmies.Add(unit); } var point = unit.GetComponent <ArmyMovement>(); PlayerPrefs.SetFloat(unit.name + " Point", ArmySelectionController.getPoint(transform.position).y * 4 + ArmySelectionController.getPoint(transform.position).x); DontDestroyOnLoad(unit); } DontDestroyOnLoad(gameObject); } else if (instance != this) { Destroy(gameObject); } }
private void OnCollisionEnter2D(Collision2D collision) { var index = ArmySelectionController.getPoint(transform.position); var battleSceneIndex = (int)(index.y * 4 + index.x); gameObject.GetComponent <ArmyDetail>().SetStatus(ArmyDetail.Status.InBattle); NetworkManager.singleton.ServerChangeScene("BattleScene" + battleSceneIndex.ToString()); }
// Start is called before the first frame update void Start() { destination = transform.position; backgroundSize = background.GetComponent <Renderer>().bounds.size; anchorPoint = background.gameObject.transform.position - backgroundSize / 2; point = ArmySelectionController.getPoint(transform.position); OnDestinationChanged += HandleNewDestination; }
public void BuildNewArmy() { Vector3 position = ArmySelectionController.getPosition(spawnPos); var _lookRotation = Quaternion.LookRotation(Vector3.forward, Vector3.up); var rotation = _lookRotation; var newArmy = Instantiate(playerAArmy, position, rotation); newArmy.GetComponent <ArmyDetail>().SetDetail(soldier, tank); }
// Update is called once per frame void Update() { //Cập nhật mảng unit sau mỗi frame armies = new List <GameObject>(GameObject.FindGameObjectsWithTag("Army")); foreach (var unit in armies) { if (PlayerAArmies.IndexOf(unit) < 0) { if (unit.layer == LayerMask.NameToLayer("PlayerA")) { PlayerAArmies.Add(unit); } } if (PlayerBArmies.IndexOf(unit) < 0) { if (unit.layer == LayerMask.NameToLayer("PlayerB")) { PlayerBArmies.Add(unit); } } var point = unit.GetComponent <ArmyMovement>(); PlayerPrefs.SetFloat(unit.name + " Point", ArmySelectionController.getPoint(transform.position).y * 4 + ArmySelectionController.getPoint(transform.position).x); DontDestroyOnLoad(unit); } DontDestroyOnLoad(gameObject); foreach (var unit in armies) { var tanks = unit.GetComponent <ArmyDetail>().tanks; var soldier = unit.GetComponent <ArmyDetail>().soldiers; if (tanks + soldier == 0) { if (unit.layer == LayerMask.NameToLayer("PlayerA")) { PlayerAArmies.Remove(unit); } else { PlayerBArmies.Remove(unit); } armies.Remove(unit); Destroy(unit); } } }
// Start is called before the first frame update void Start() { var players = GameObject.FindGameObjectsWithTag("Player"); foreach (var index in players) { if (index.GetComponent <ArmySelectionController>().isLocalPlayer) { player = index.GetComponent <ArmySelectionController>(); break; } } if (player.myLayer == "PlayerA") { spawnPos = new Vector2(0, 3); } else { spawnPos = new Vector2(3, 0); } }