// Start is called before the first frame update void Start() { Level = 1; barracks = this.GetComponent <BarracksScript>(); barracks.WallsDefenseBonus += 0.05f; //basic wall defense bonus playerBase = this.GetComponent <PlayerBaseScript>(); }
protected void FindFreeBuildings() { m_currentBarracks = null; m_currentArcheryRange = null; m_currentStables = null; m_freeBarracks = false; m_freeArcheryRange = false; m_freeStables = false; //find free buildings foreach (GameObject barracks in m_barracks) { if (!barracks.GetComponent <BarracksScript>().GetBusy() && barracks.activeSelf) { m_currentBarracks = barracks.GetComponent <BarracksScript>(); m_freeBarracks = true; break; } } foreach (GameObject archeryRange in m_archeryRange) { if (!archeryRange.GetComponent <ArcheryRangeScript>().GetBusy() && archeryRange.activeSelf) { m_currentArcheryRange = archeryRange.GetComponent <ArcheryRangeScript>(); m_freeArcheryRange = true; break; } } foreach (GameObject stables in m_stables) { if (!stables.GetComponent <StablesScript>().GetBusy() && stables.activeSelf) { m_currentStables = stables.GetComponent <StablesScript>(); m_freeStables = true; break; } } }
public void AddUnitBarracks(BarracksScript barracks) { barracks.AddBaseReference(this); UnitBarracks.Add(barracks); }