private void Start() { oldControlPanelPosition = uiControlPanel.localPosition; HexGrid grid = FindObjectOfType <HexGrid>(); hexControl = new HexControl(grid.SizeX, grid.SizeZ, grid); players = new List <IPlayer>(); units = new List <Unit>(); unitController.Initialize(hexControl); for (int i = 0; i < numberOfPlayers; i++) { Player player = Instantiate(playerPrefab); player.Initialize(i, i, startMoney); players.Add(player); } // Test stuff, delete when done // ITile tile = hexControl.GetTile(17, 12); ITile tile2 = hexControl.GetTile(19, 12); ITile tile3 = hexControl.GetTile(23, 12); ITile tile4 = hexControl.GetTile(21, 12); ITile tile5 = hexControl.GetTile(17, 13); ITile tile6 = hexControl.GetTile(19, 13); ITile tile7 = hexControl.GetTile(23, 13); ITile tile8 = hexControl.GetTile(21, 13); ITile tile9 = hexControl.GetTile(17, 10); ITile tile10 = hexControl.GetTile(19, 14); ITile tile11 = hexControl.GetTile(23, 14); ITile tile12 = hexControl.GetTile(21, 14); Unit unit1 = SpawnTroop(allUnitPrefabs[0], players[0], tile, HexDirection.E); Unit unit2 = SpawnTroop(allUnitPrefabs[1], players[0], tile2, HexDirection.E); Unit unit3 = SpawnTroop(allUnitPrefabs[2], players[1], tile3, HexDirection.W); Unit unit4 = SpawnTroop(allUnitPrefabs[3], players[1], tile4, HexDirection.W); Unit unit5 = SpawnTroop(allUnitPrefabs[0], players[0], tile5, HexDirection.E); Unit unit6 = SpawnTroop(allUnitPrefabs[1], players[0], tile6, HexDirection.E); Unit unit7 = SpawnTroop(allUnitPrefabs[2], players[1], tile7, HexDirection.W); Unit unit8 = SpawnTroop(allUnitPrefabs[3], players[1], tile8, HexDirection.W); Unit unit9 = SpawnTroop(allUnitPrefabs[0], players[0], tile9, HexDirection.E); Unit unit10 = SpawnTroop(allUnitPrefabs[1], players[0], tile10, HexDirection.E); Unit unit11 = SpawnTroop(allUnitPrefabs[2], players[1], tile11, HexDirection.W); Unit unit12 = SpawnTroop(allUnitPrefabs[3], players[1], tile12, HexDirection.W); unit1.SetUnitColorMaterial(playerColors[0]); unit2.SetUnitColorMaterial(playerColors[0]); unit3.SetUnitColorMaterial(playerColors[1]); unit4.SetUnitColorMaterial(playerColors[1]); unit5.SetUnitColorMaterial(playerColors[0]); unit6.SetUnitColorMaterial(playerColors[0]); unit7.SetUnitColorMaterial(playerColors[1]); unit8.SetUnitColorMaterial(playerColors[1]); unit9.SetUnitColorMaterial(playerColors[0]); unit10.SetUnitColorMaterial(playerColors[0]); unit11.SetUnitColorMaterial(playerColors[1]); unit12.SetUnitColorMaterial(playerColors[1]); units.Add(unit1); units.Add(unit2); units.Add(unit3); units.Add(unit4); units.Add(unit5); units.Add(unit6); units.Add(unit7); units.Add(unit8); units.Add(unit9); units.Add(unit10); units.Add(unit11); units.Add(unit12); ////////////////////////////////// /* * Debug.Log("Unsorted: \n"); * foreach (Unit u in units) * { * Debug.Log(u); * } */ units.Sort(); UnitQueueUIUpdate(); /* * Debug.Log("Sorted: \n"); * foreach (Unit u in units) * { * Debug.Log(u); * } */ turnPointer = units.Count - 1; SwitchToUnit(); SetLayer(currentUnit.gameObject, 15); }
protected override void OnInitialized(EventArgs e) { HexControl.Focus(); base.OnInitialized(e); }
private void hexView_DataSelectionProgress(object sender, HexControl.DataSelectionEventArgs e) { }