public void SetHouseIFFAllegiance(int newIFF) { iff.SetIFFAllegiance(newIFF); if (!GetComponent <DefenseTurret>()) { if (owner) //don't decrement if there isn't a previous owner to decrement from { owner.GetComponent <HouseHolder>().DecrementHouseCount(); //owner reference should still be the old owner } owner = am.GetFactionLeader(newIFF).gameObject; //now owner reference becomes the new owner. owner.GetComponent <HouseHolder>().IncrementHouseCount(); } }
public override void OnStartServer() { base.OnStartServer(); iff = GetComponent <IFF>(); am = FindObjectOfType <AllegianceManager>(); sr = GetComponent <SpriteRenderer>(); SelectCityName(); iff.SetIFFAllegiance(IFF.feralIFF); SpawnHousesWithinCity(numberOfHousesToSpawn); SpawnTurretsWithinCity(numberOfTurretsToSpawn); timeSinceLastHouseCreation = UnityEngine.Random.Range(0, randomTimeBetweenHouseSpawn); //ConvertHousesToTurrets(); //SetAllegianceForBuildingsInCity(IFF.feralIFF); }
private void HookIntoLocalUISystems() { if (hasAuthority) { playerAtThisComputer = ClientInstance.ReturnClientInstance(); uim = FindObjectOfType <UIManager>(); shiftKnob = uim.GetShiftKnob(playerAtThisComputer); uim.GetShiftPositions(playerAtThisComputer, out gearShiftPositions[0], out gearShiftPositions[1], out gearShiftPositions[2]); tpd = uim.GetTPD(playerAtThisComputer); iff = GetComponent <IFF>(); int myIFF = playerAtThisComputer.GetComponent <FactionLeader>().GetMasterIFFAllegiance(); iff.SetIFFAllegiance(myIFF); flagImage = uim.GetFlagUIElement(playerAtThisComputer); flagImage.sprite = am.GetFlagOfAllegiance(myIFF); tm = playerAtThisComputer.GetComponent <TurretMaker>(); ct = GetComponentInChildren <CaptureTool>(); } }