Exemple #1
0
 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();
         * }
         */
    }
Exemple #3
0
    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;
        }
    }