public void AttackerClaimsEffigy() { if (defendArmy) { if (defendArmy.GetComponent <Army>().effigy != null) { Effigy displacedEffigy = defendArmy.GetComponent <Army>().effigy; if (attackArmy.GetComponent <Army>().effigy == null) { attackArmy.GetComponent <Army>().effigy = displacedEffigy; } else if (defendNode.GetComponent <Node>().effigy != null) { defendNode.GetComponent <Node>().effigy = displacedEffigy; } else { while (displacedEffigy != null) { List <GameObject> playerNodes = attackingPlayer.GetComponent <Player>().ownedNodes; GameObject randomNode = playerNodes[Random.Range(0, playerNodes.Count)]; if (randomNode.GetComponent <Node>().effigy == null) { randomNode.GetComponent <Node>().effigy = displacedEffigy; displacedEffigy = null; } } } } } }
private void OnMouseDown() { if (Player.menuOpen == 1 && NodeMenu.currentArmy != null && (NodeMenu.currentArmy.GetComponent <Army>().effigy != null || NodeMenu.currentNode.GetComponent <Node>().effigy != null)) { Effigy placeholder = NodeMenu.currentArmy.GetComponent <Army>().effigy; NodeMenu.currentArmy.GetComponent <Army>().effigy = NodeMenu.currentNode.GetComponent <Node>().effigy; NodeMenu.currentNode.GetComponent <Node>().effigy = placeholder; nodeMenu.GetComponent <NodeMenu>().LoadEffigy(); } /* * if (Player.menuOpen == 1 && NodeMenu.currentArmy!= null && NodeMenu.currentArmy.GetComponent<Army>().effigy != null) { * NodeMenu.currentNode.GetComponent<Node>().effigy = NodeMenu.currentArmy.GetComponent<Army>().effigy; * NodeMenu.currentArmy.GetComponent<Army>().effigy = null; * nodeMenu.GetComponent<NodeMenu>().LoadEffigy(); * } */ }
private void Setup() { //temple = new Temple(TempleName.None, 0, Faction.None); //altar = new Altar(AltarName.None, 0); defaultColour = GetComponent <SpriteRenderer>().color; if (homeBase != Faction.None) { difficulty = 4; faction = homeBase; effigy = new Effigy(); effigy.faction = faction; } else if (faction == Faction.Independent) { GameObject army = new GameObject(); army.AddComponent <Army>(); army.GetComponent <Army>().faction = Faction.Independent; army.GetComponent <Army>().currentNode = gameObject; army.GetComponent <Army>().owner = GameObject.Find("/Neutral Player"); army.transform.position = transform.position; occupant = army; occupied = true; owner = GameObject.Find("/Neutral Player"); MapUnit peon = MakeNeutralUnit("peon"); MapUnit acolyte = MakeNeutralUnit("acolyte"); MapUnit shaman = MakeNeutralUnit("shaman"); MapUnit prelate = MakeNeutralUnit("prelate"); switch (difficulty) { case 1: occupant.GetComponent <Army>().AddUnit(0, true, peon); occupant.GetComponent <Army>().AddUnit(1, true, peon); occupant.GetComponent <Army>().AddUnit(2, true, peon); //occupant.GetComponent<Army>().AddUnit(3, true, peon); //occupant.GetComponent<Army>().AddUnit(0, false, peon); //occupant.GetComponent<Army>().AddUnit(1, false, peon); //occupant.GetComponent<Army>().AddUnit(2, false, peon); //occupant.GetComponent<Army>().AddUnit(3, false, peon); break; case 2: occupant.GetComponent <Army>().AddUnit(0, true, peon); occupant.GetComponent <Army>().AddUnit(1, true, acolyte); occupant.GetComponent <Army>().AddUnit(2, true, acolyte); break; case 3: occupant.GetComponent <Army>().AddUnit(0, true, peon); occupant.GetComponent <Army>().AddUnit(1, true, peon); occupant.GetComponent <Army>().AddUnit(2, true, acolyte); occupant.GetComponent <Army>().AddUnit(3, true, acolyte); occupant.GetComponent <Army>().AddUnit(0, false, shaman); break; case 4: occupant.GetComponent <Army>().AddUnit(0, true, acolyte); occupant.GetComponent <Army>().AddUnit(1, true, acolyte); occupant.GetComponent <Army>().AddUnit(2, true, shaman); occupant.GetComponent <Army>().AddUnit(3, true, shaman); occupant.GetComponent <Army>().AddUnit(0, false, prelate); occupant.GetComponent <Army>().AddUnit(0, false, prelate); break; } occupant.transform.parent = GameObject.Find("/Neutral Armies").transform; } else if (faction != Faction.Independent && occupant != null) { //owner = occupant.GetComponent<Army>().owner; } }