void GenerateUnit(UnitT type) { GameObject created = GameObject.Instantiate(units[type], (Info.GetWaypoint("recruit", faction) + new Vector3(0, 0.75f, 0)), Quaternion.identity) as GameObject; // TODO Cambiarlo por un waypoint AgentUnit newUnit = created.GetComponent <AgentUnit>(); newUnit.transform.parent = transform.parent; newUnit.gameObject.name += "" + Time.frameCount; newUnit.Start(); Map.unitList.Add(newUnit); //Debug.Log ("Generada una unidad de " + type); stratManager.CycleLayer12(); }
// Update is called once per frame void Update() { // Z = Defbase, X = Defhalf, C = Atkhalf, V = Atkbase // B = Faction B, N = Faction A // M = Massive Attack (A and B -> Atkbase) if (Input.GetKeyDown(KeyCode.Z)) { strat.strategyLayer.priority = new Dictionary <StrategyT, float>() { { StrategyT.ATK_BASE, 0.0f }, { StrategyT.ATK_HALF, 0.0f }, { StrategyT.DEF_BASE, 1f }, { StrategyT.DEF_HALF, 0.0f } }; strat.CycleLayer12(); } if (Input.GetKeyDown(KeyCode.V)) { strat.strategyLayer.priority = new Dictionary <StrategyT, float>() { { StrategyT.ATK_BASE, 1f }, { StrategyT.ATK_HALF, 0.0f }, { StrategyT.DEF_BASE, 0.0f }, { StrategyT.DEF_HALF, 0.0f } }; strat.CycleLayer12(); } if (Input.GetKeyDown(KeyCode.X)) { strat.strategyLayer.priority = new Dictionary <StrategyT, float>() { { StrategyT.ATK_BASE, 0.0f }, { StrategyT.ATK_HALF, 0.0f }, { StrategyT.DEF_BASE, 0.0f }, { StrategyT.DEF_HALF, 1f } }; strat.CycleLayer12(); } if (Input.GetKeyDown(KeyCode.C)) { strat.strategyLayer.priority = new Dictionary <StrategyT, float>() { { StrategyT.ATK_BASE, 0.0f }, { StrategyT.ATK_HALF, 1f }, { StrategyT.DEF_BASE, 0.0f }, { StrategyT.DEF_HALF, 0.0f } }; strat.CycleLayer12(); } if (Input.GetKeyDown(KeyCode.N)) { strat = stratA; } if (Input.GetKeyDown(KeyCode.B)) { strat = stratB; } if (Input.GetKeyDown(KeyCode.M)) { stratA.strategyLayer.priority = new Dictionary <StrategyT, float>() { { StrategyT.ATK_BASE, 1f }, { StrategyT.ATK_HALF, 0.0f }, { StrategyT.DEF_BASE, 0.0f }, { StrategyT.DEF_HALF, 0.0f } }; stratA.block = true; stratA.CycleLayer12(); stratB.strategyLayer.priority = new Dictionary <StrategyT, float>() { { StrategyT.ATK_BASE, 1f }, { StrategyT.ATK_HALF, 0.0f }, { StrategyT.DEF_BASE, 0.0f }, { StrategyT.DEF_HALF, 0.0f } }; stratB.block = true; stratB.CycleLayer12(); } }