private void CheckStronghold() { if (aiStronghold.CheckFinish() && workerList.Count < 3 && !aiStronghold.GetComponent <UnitTraining>().IsTraining() && playerStat.GetEther() >= 100) { aiStronghold.GetComponent <UnitTraining>().TrainOrder(0); } if (aiStronghold.CheckFinish() && !aiBarrack && playerStat.GetEther() >= 850) { BuildingSystem barrackDummy = aiStronghold.GetComponent <ConstructSystem>().GetBuildingToConstruct(0); GameObject posDummy = Instantiate(aiPointDummy, aiStronghold.transform.position, aiStronghold.transform.rotation) as GameObject; posDummy.transform.Rotate(new Vector3(0, Random.Range(110f, 150f), 0)); posDummy.transform.position += posDummy.transform.forward * Random.Range(25f, 30f); aiBarrack = Instantiate(barrackDummy, posDummy.transform.position, aiStronghold.transform.rotation) as BuildingSystem; aiBarrack.transform.Rotate(new Vector3(0, 180, 0)); aiBarrack.StartToBuild(playerStat.GetPlayerNumber()); playerStat.SetEther(playerStat.GetEther() - 850); } if (aiStronghold.CheckFinish() && !aiStable && playerStat.GetEther() >= 1000) { BuildingSystem stableDummy = aiStronghold.GetComponent <ConstructSystem>().GetBuildingToConstruct(2); GameObject posDummy = Instantiate(aiPointDummy, aiStronghold.transform.position, aiStronghold.transform.rotation) as GameObject; posDummy.transform.Rotate(new Vector3(0, Random.Range(200f, 240f), 0)); posDummy.transform.position += posDummy.transform.forward * Random.Range(25f, 30f); aiStable = Instantiate(stableDummy, posDummy.transform.position, aiStronghold.transform.rotation) as BuildingSystem; aiStable.transform.Rotate(new Vector3(0, 180, 0)); aiStable.StartToBuild(playerStat.GetPlayerNumber()); playerStat.SetEther(playerStat.GetEther() - 800); } }
public void ConfirmBuild() { BuildingSystem buildNow = Instantiate(buildingCon, transform.position, transform.rotation) as BuildingSystem; buildNow.StartToBuild(thisOwner); Instantiate(constructSound, transform.position, transform.rotation); Destroy(this.gameObject); }
// Use this for initialization void Start() { SkirmishDataTransfer data = FindObjectOfType <SkirmishDataTransfer>(); if (data != null) { maxPlayer = data.GetMaxPlayer(); playerActive = data.GetAssignPlayer(); factions = data.GetFaction(); playerTeam = data.GetTeam(); //Spawn Player for (int i = 0; i < maxPlayer; i++) { if (playerActive[i]) { if (i >= 1) { GameObject aiOBJ = Instantiate(AIDummy, transform.position, transform.rotation) as GameObject; VRPlayerIndicator ai = aiOBJ.gameObject.GetComponent <VRPlayerIndicator>(); ai.SetPlayerNum(i + 1); } VRPlayerIndicator player = null; foreach (GameObject plays in GameObject.FindGameObjectsWithTag("Player")) { VRPlayerIndicator ind = plays.GetComponent <VRPlayerIndicator>(); if (ind.GetPlayerNumber() == i + 1) { player = ind; } } player.SetEther(1500); player.transform.position = startPosition[i].transform.position - (Vector3.forward * 20); if (factions[i] == SkirmishScreenSelection.FactionType.Chaiya) { BuildingSystem strong = Instantiate(chaiyaStrong, startPosition[i].transform.position, startPosition[i].transform.rotation) as BuildingSystem; strong.StartToBuild(i + 1); } if (factions[i] == SkirmishScreenSelection.FactionType.Ulepia) { BuildingSystem strong = Instantiate(ulepiaStrong, startPosition[i].transform.position, startPosition[i].transform.rotation) as BuildingSystem; strong.StartToBuild(i + 1); } if (factions[i] == SkirmishScreenSelection.FactionType.Shin) { BuildingSystem strong = Instantiate(shinStrong, startPosition[i].transform.position, startPosition[i].transform.rotation) as BuildingSystem; strong.StartToBuild(i + 1); } } } //Ally Set for (int i = 0; i < maxPlayer; i++) { for (int j = 0; j < maxPlayer; j++) { if (i != j && playerTeam[i] == playerTeam[j]) { AllianceSystem.SetAlly(i + 1, j + 1, true); } } } data.SetTransfered(true); } else { } }