private void Awake() { UnitGame = GameJsonCreator.CreateUnit(this, isHero, type); GameObject selectionBox = null; if (index == PlayerIndex.Red) { selectionBox = (GameObject)Instantiate(Resources.Load <GameObject>("Prefabs/Misc/SelectionRed")); } else if (index == PlayerIndex.Blue) { selectionBox = (GameObject)Instantiate(Resources.Load <GameObject>("Prefabs/Misc/SelectionBlue")); } selectionBox.transform.position = transform.position; selectionBox.transform.parent = transform; SelectionBox = selectionBox.GetComponent <SpriteRenderer>(); if (transform.parent != null) { Tile = transform.parent.GetComponent <Tile>(); Tile.unitGameObject = this; } UnitHealthText = transform.FindChild("UnitHealth").gameObject; // Set the sorting layer to GUI. The same used for the hightlights. Eventhough you cannot set it via unity inspector you can still set it via code. :D UnitHealthText.renderer.sortingLayerName = "GUI"; var levelManager = GameObjectReferences.GetGlobalScriptsGameObject().GetComponent <LevelManager>(); if (levelManager.IsCurrentLevelLoaded()) { levelManager.CurrentLevel.Players[index].AddUnit(UnitGame); } }
private void Awake() { BuildingGame = GameJsonCreator.CreateBuilding(this, type); if (transform.parent != null) { Tile = transform.parent.GetComponent <Tile>(); Tile.buildingGameObject = this; } CapturePointsText = transform.FindChild("CapturePoints").gameObject; CapturePointsText.renderer.enabled = false; // Set the sorting layer to GUI. The same used for the hightlights. Eventough you cannot set it via unity inspector you can still set it via code. :D CapturePointsText.renderer.sortingLayerName = "GUI"; var levelManager = GameObjectReferences.GetGlobalScriptsGameObject().GetComponent <LevelManager>(); if (levelManager.IsCurrentLevelLoaded()) { levelManager.CurrentLevel.Players[index].AddBuilding(BuildingGame); } }
private void Awake() { EnvironmentGame = GameJsonCreator.CreateEnvironment(this, type); tile = GetComponent <Tile>(); tile.environmentGameObject = this; }
public void CardActionRequest(string gameId, string cardId, string command) { GameJsonCreator.CardActionJson(gameId, cardId, command); }
public void EndGameRequest(string gameId) { GameJsonCreator.CreateEndGameJson(gameId); }
public void NextEpochRequest(string gameId) { GameJsonCreator.CreateNextEpochJson(gameId); }
public void NextMoveRequest(string gameId) { GameJsonCreator.CreateNextMoveJson(gameId); }
public void GameStartRequest(string gameId) { GameJsonCreator.CreateStartJson(gameId); }
public void GameInitRequest(string lobbyId) { GameJsonCreator.CreateInitJson(lobbyId); }