public void instantiateUnit(RSUnitModel unit, Vector2 position)
    {
        if (unitMap == null)
        {
            initUnitMap();
        }

        GameObject instance = Instantiate(unitMap.getPrefabFromId(unit.prefabId), position, Quaternion.identity);

        instance.GetComponent <Unit>().id = unit.instanceId;
        instance.GetComponent <ClickableUnit>().Clicked      += (e) => onUnitClicked(e);
        instance.GetComponent <ClickableUnit>().Press        += (e) => onUnitPressed(e);
        instance.GetComponent <ClickableUnit>().Release      += (e) => onUnitReleased(e);
        instance.GetComponent <ClickableUnit>().PointerEnter += (e) => onUnitPointerEnter(e);
        instance.GetComponent <ClickableUnit>().PointerExit  += (e) => onUnitPointerExit(e);
    }
 public void setActiveUnit(RSUnitModel unit)
 {
     Debug.Log("Active unit: " + unit.name);
     displayUnitActions(unit.actions);
 }
Exemple #3
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 private void spawnUnit(RSUnitModel unit, int positionId)
 {
     unitPresenter.instantiateUnit(unit, positionFinder.getVector2FromPositionId(positionId));
     // unit.UnitStateChange += (newState, instanceId) => onUnitStateChanged(newState, instanceId);
     unit.UnitDeath += (instanceId) => onUnitDeath(instanceId);
 }
Exemple #4
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    //TEMP stuff
    private void initTempUnits()
    {
        RSUnitModel playerUnit1 = new RSUnitModel();

        playerUnit1.id       = 0;
        playerUnit1.prefabId = 1;
        playerUnit1.name     = "Dwarfy";
        playerUnit1.level    = 3;
        playerUnit1.hp       = 100;
        playerUnit1.speed    = 5;
        playerUnit1.def      = 5;
        playerUnit1.attack   = 5;
        playerUnit1.actions.Add(
            new RSUnitAction(1, -1, "AutoAttack", 10, RSUnitAction.ActionType.PHYSICAL_ATTACK)
            );
        playerUnit1.initState();

        RSUnitModel playerUnit2 = new RSUnitModel();

        playerUnit2.id       = 1;
        playerUnit2.prefabId = 2;
        playerUnit2.name     = "Gimli";
        playerUnit2.level    = 3;
        playerUnit2.hp       = 100;
        playerUnit2.speed    = 4;
        playerUnit2.def      = 5;
        playerUnit2.attack   = 5;
        playerUnit2.actions.Add(
            new RSUnitAction(1, -1, "AutoAttack", 10, RSUnitAction.ActionType.PHYSICAL_ATTACK)
            );
        playerUnit2.initState();

        RSUnitModel playerUnit3 = new RSUnitModel();

        playerUnit3.id       = 2;
        playerUnit3.prefabId = 3;
        playerUnit3.name     = "Fart";
        playerUnit3.level    = 3;
        playerUnit3.hp       = 100;
        playerUnit3.speed    = 5;
        playerUnit3.def      = 5;
        playerUnit3.attack   = 5;
        playerUnit3.actions.Add(
            new RSUnitAction(1, -1, "AutoAttack", 10, RSUnitAction.ActionType.PHYSICAL_ATTACK)
            );
        playerUnit3.initState();

        RSUnitModel enemyUnit1 = new RSUnitModel();

        enemyUnit1.id       = 3;
        enemyUnit1.prefabId = 4;
        enemyUnit1.name     = "Steve";
        enemyUnit1.level    = 3;
        enemyUnit1.hp       = 100;
        enemyUnit1.speed    = 5;
        enemyUnit1.def      = 5;
        enemyUnit1.attack   = 5;
        enemyUnit1.actions.Add(
            new RSUnitAction(1, -1, "AutoAttack", 10, RSUnitAction.ActionType.PHYSICAL_ATTACK)
            );
        enemyUnit1.initState();

        RSUnitModel enemyUnit2 = new RSUnitModel();

        enemyUnit2.id       = 4;
        enemyUnit2.prefabId = 4;
        enemyUnit2.name     = "Starfox";
        enemyUnit2.level    = 3;
        enemyUnit2.hp       = 100;
        enemyUnit2.speed    = 2;
        enemyUnit2.def      = 5;
        enemyUnit2.attack   = 5;
        enemyUnit2.actions.Add(
            new RSUnitAction(1, -1, "AutoAttack", 10, RSUnitAction.ActionType.PHYSICAL_ATTACK)
            );
        enemyUnit2.initState();

        playerUnits.Add(playerUnit1);
        playerUnits.Add(playerUnit2);
        playerUnits.Add(playerUnit3);

        enemyUnits.Add(enemyUnit1);
        enemyUnits.Add(enemyUnit2);
    }
Exemple #5
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 public void setNextReadyUnitActive()
 {
     setNewTurn();
     currentUnit = SpeedResolver.GetNextReadyUnit(unitsRepository.allUnits, GAIN_READY_STATE_THRESHOLD);
     TurnStateCompleted();
 }