private void Start()
    {
        player = NetworkClient.connection.identity.GetComponent <RTSPlayer>();

        ClientHandleResourcesUpdated(player.GetMyResources());

        player.ClientOnResourcesUpdated += ClientHandleResourcesUpdated;
    }
    private void CmdSpawnUnit()
    {
        if (queuedUnits == maxUnitQueue)
        {
            return;
        }

        RTSPlayer player = connectionToClient.identity.GetComponent <RTSPlayer>();

        if (player.GetMyResources() < unitPrefab.GetResourceCost())
        {
            return;
        }

        queuedUnits++;

        player.SetResources(player.GetMyResources() - unitPrefab.GetResourceCost());
    }
Exemple #3
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    private void Start()
    {
        //Get our connection, get the player object for our connection and on the player object get the RTSPlayer script
        player = NetworkClient.connection.identity.GetComponent <RTSPlayer>();

        //Set Resorces To The UI
        ClientHandleResourcesUpdated(player.GetMyResources());
        //Subscribe Event
        player.ClientOnResourcesUpdated += ClientHandleResourcesUpdated;
    }
Exemple #4
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    private void Update()
    {
        timer -= Time.deltaTime;

        if (timer <= 0)
        {
            player.SetResources(player.GetMyResources() + resourcesPerInterval);

            timer += interval;
        }
    }
    private void CmdSpawnUnit()
    {
        //If Queue is Full Then Not Spawn Unit
        if (queuedUnits == maxUnitQueue)
        {
            return;
        }

        RTSPlayer player = connectionToClient.identity.GetComponent <RTSPlayer>();

        //If Player Resource Smaller Then Prefab Cost Then Not Spawn Unit
        if (player.GetMyResources() < unitPrefab.GetResourceCost())
        {
            return;
        }

        queuedUnits++;
        //Set Player Resources To CurrentResources - UnitCost
        player.SetResources(player.GetMyResources() - unitPrefab.GetResourceCost());
    }
Exemple #6
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    private void Update()
    {
        //Reduce Timer
        timer -= Time.deltaTime;

        if (timer <= 0) //We Set it interval Value If It Reaches 0 Then
        {
            //Increase Resources
            player.SetResources(player.GetMyResources() + resourcesPerInterval);

            //Reset Timer To Beginning interval value
            timer += interval;
        }
    }
Exemple #7
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    private void Update()
    {
        if (player == null)
        {
            player = NetworkClient.connection.identity.GetComponent <RTSPlayer>();

            if (player != null)
            {
                ClientHandleResourcesUpdated(player.GetMyResources());

                player.ClientOnResourcesUpdated += ClientHandleResourcesUpdated;
            }
        }
    }
    public void OnPointerDown(PointerEventData eventData)
    {
        if (eventData.button != PointerEventData.InputButton.Left)
        {
            return;
        }

        if (player.GetMyResources() < building.GetPrice())
        {
            return;
        }

        buildingPreviewInstance  = Instantiate(building.GetBuildingPreview());
        buildingRendererInstance = buildingPreviewInstance.GetComponentInChildren <Renderer>();

        buildingPreviewInstance.SetActive(false);
    }
    public void OnPointerDown(PointerEventData eventData)
    {
        if (eventData.button != PointerEventData.InputButton.Left)
        {
            return;
        }

        //Cheking If We Have Enough Resources To Build
        if (player.GetMyResources() < building.GetPrice())
        {
            return;
        }

        //If We Click Mouse Left Button On This Object Instantiate Preview And Get Renderer
        buildingPreviewInstance  = Instantiate(building.GetBuildingPreview());
        buildingRendererInstance = buildingPreviewInstance.GetComponentInChildren <Renderer>();

        //To Avoid Instantiate Object in (0,0,0) Position We Set It False At The Beginning
        buildingPreviewInstance.SetActive(false);
    }