private void addUnit(UnitType unitType, Character character, int x, int y, Faction faction) { int index = (int)(unitType); GameObject newUnitGO = Instantiate( unitPrefabs[index], Util.GridToWorld(x, y, battlefield.map[x, y].Count + 1), unitPrefabs[index].gameObject.transform.rotation); Unit newUnit = newUnitGO.GetComponent <Unit>(); newUnit.setFaction(faction); battlefield.addUnit(newUnit, character, x, y); }
private void addUnit(UnitType unitType, Character character, int x, int y, Faction faction) { int index = (int)(unitType); //hack demo is in 15 hours i'm so tired let me sleep Vector3 offset = new Vector3(0, -2.2f, 0); if (unitType == UnitType.LightHorse || unitType == UnitType.HeavyHorse) { offset += new Vector3(0, -0.8f, 0); } GameObject newUnitGO = Instantiate( unitPrefabs[index], Util.GridToWorld(x, y, battlefield.map[x, y].Count + 1) + offset, unitPrefabs[index].gameObject.transform.rotation); Unit newUnit = newUnitGO.GetComponent <Unit>(); newUnit.setFaction(faction); battlefield.addUnit(newUnit, character, x, y); }