void UpdateStatics() { _TUnit = tUnit; _BUnit = bUnit; leftTeam.baseScript = leftTeam.baseObject.GetComponent <StatueScript>(); rightTeam.baseScript = rightTeam.baseObject.GetComponent <StatueScript>(); _LTeam = leftTeam; _RTeam = rightTeam; _Top = top; _Bottom = bottom; _Left = left; _Right = right; _ArenaDiv = arenaDiv; _BaseMoveOnMeasure = basesOnMeasures; }
public void SpawnTreble(int team) { Vector2 spawnPoint; GameObject attackBase; switch (team) { case 0: spawnPoint = GM._LTeam.baseScript.spawner.position; attackBase = rightBase; GM._LTeam.triggerScript.TakeDamage(GM._TUnit.spawnCost); break; case 1: spawnPoint = GM._RTeam.baseScript.spawner.position; attackBase = leftBase; GM._RTeam.triggerScript.TakeDamage(GM._TUnit.spawnCost); break; default: return; } GameObject newUnit = Instantiate(tUnit, spawnPoint, Quaternion.identity) as GameObject; TrebleUnit u = GM._TUnit; newUnit.GetComponent <TrebleUnitScript>().TrebleSetup(team, attackBase, u.maxEnergy, u.startEnergy, u.gainEnergyRate, u.moveCost, u.eigthAtkCost, u.moveSpeed, u.atkSpeed, u.atkLifeSpan); newUnit.SetActive(true); if (team == 1) { newUnit.transform.Rotate(new Vector3(0, 0, 180)); } GM.AddNewUnit(team, newUnit, PuppetType.TREBLE); }