public override void SetBuildings(BuiltBuildings a_Data, bool a_CanBuildShipyard) { base.SetBuildings(a_Data, a_CanBuildShipyard); if (a_Data.Dwelling2Growth) { if (a_Data.Dwelling2Up) { m_GargoyleG.gameObject.SetActive(false); m_Gargoyle2G.gameObject.SetActive(true); m_Dwelling2Up.gameObject.SetActive(false); } else { m_GargoyleG.gameObject.SetActive(true); m_Gargoyle2G.gameObject.SetActive(false); m_Dwelling2.gameObject.SetActive(false); } } else { m_GargoyleG.gameObject.SetActive(false); m_Gargoyle2G.gameObject.SetActive(false); } }
public override void SetBuildings(BuiltBuildings a_Data, bool a_CanBuildShipyard) { base.SetBuildings(a_Data, a_CanBuildShipyard); if (a_Data.Dwelling1Growth) { if (a_Data.Dwelling1Up) { m_SkeletonG.gameObject.SetActive(false); m_Skeleton2G.gameObject.SetActive(true); m_Dwelling1Up.gameObject.SetActive(false); } else { m_SkeletonG.gameObject.SetActive(true); m_Skeleton2G.gameObject.SetActive(false); m_Dwelling1.gameObject.SetActive(false); } } else { m_SkeletonG.gameObject.SetActive(false); m_Skeleton2G.gameObject.SetActive(false); } }
public override void SetBuildings(BuiltBuildings a_Data, bool a_CanBuildShipyard) { base.SetBuildings(a_Data, a_CanBuildShipyard); if (a_Data.Dwelling3Growth) { if (a_Data.Dwelling3Up) { m_GriffinG.gameObject.SetActive(false); m_Griffin2G.gameObject.SetActive(true); m_Dwelling3Up.gameObject.SetActive(false); } else { m_GriffinG.gameObject.SetActive(true); m_Griffin2G.gameObject.SetActive(false); m_Dwelling3.gameObject.SetActive(false); } } else { m_GriffinG.gameObject.SetActive(false); m_Griffin2G.gameObject.SetActive(false); } // Brotherhood of the Sword if (a_Data.FactionBuilding2) { m_Tavern.gameObject.SetActive(false); } if (a_Data.Shipyard) { if (a_Data.Citadel || a_Data.Castle) { m_Shipyard.gameObject.SetActive(false); m_ShipyardMoat.gameObject.SetActive(true); } else { m_Shipyard.gameObject.SetActive(true); m_ShipyardMoat.gameObject.SetActive(false); } } else { m_Shipyard.gameObject.SetActive(false); m_ShipyardMoat.gameObject.SetActive(false); } m_ShipyardMoatShip.gameObject.SetActive(false); }
public override void SetBuildings(BuiltBuildings a_Data, bool a_CanBuildShipyard) { base.SetBuildings(a_Data, a_CanBuildShipyard); if (a_Data.Dwelling1Growth) { if (a_Data.Dwelling1Up) { m_ImpG.gameObject.SetActive(false); m_Imp2G.gameObject.SetActive(true); m_Dwelling1Up.gameObject.SetActive(false); } else { m_ImpG.gameObject.SetActive(true); m_Imp2G.gameObject.SetActive(false); m_Dwelling1.gameObject.SetActive(false); } } else { m_ImpG.gameObject.SetActive(false); m_Imp2G.gameObject.SetActive(false); } if (a_Data.Dwelling3Growth) { if (a_Data.Dwelling3Up) { m_HellhoundG.gameObject.SetActive(false); m_Hellhound2G.gameObject.SetActive(true); m_Dwelling3Up.gameObject.SetActive(false); } else { m_HellhoundG.gameObject.SetActive(true); m_Hellhound2G.gameObject.SetActive(false); m_Dwelling3.gameObject.SetActive(false); } } else { m_HellhoundG.gameObject.SetActive(false); m_Hellhound2G.gameObject.SetActive(false); } }
public override void SetBuildings(BuiltBuildings a_Data, bool a_CanBuildShipyard) { base.SetBuildings(a_Data, a_CanBuildShipyard); if (a_Data.Dwelling1Growth) { if (a_Data.Dwelling1Up) { m_WarrenG.gameObject.SetActive(false); m_Warren2G.gameObject.SetActive(true); m_Dwelling1Up.gameObject.SetActive(false); } else { m_WarrenG.gameObject.SetActive(true); m_Warren2G.gameObject.SetActive(false); m_Dwelling1.gameObject.SetActive(false); } } else { m_WarrenG.gameObject.SetActive(false); m_Warren2G.gameObject.SetActive(false); } if (a_Data.MageGuild5 && a_Data.FactionBuilding1) { m_ManaVortexMageGuild5.gameObject.SetActive(true); m_FactionBuilding1.gameObject.SetActive(false); } else { m_ManaVortexMageGuild5.gameObject.SetActive(false); } }
public override void SetBuildings(BuiltBuildings a_Data, bool a_CanBuildShipyard) { base.SetBuildings(a_Data, a_CanBuildShipyard); m_VillageHouses.SetActive(true); m_TownHouses.SetActive(a_Data.TownHall); m_CityHouses.SetActive(a_Data.CityHall); m_CapitolHouses.SetActive(a_Data.Capitol); // Fountain of Fortune replacing Mystic Pond if (a_Data.FactionBuilding2) { m_FactionBuilding1.gameObject.SetActive(false); } if (a_Data.Dwelling2Growth) { if (a_Data.Dwelling2Up) { m_DwarfG.gameObject.SetActive(false); m_Dwarf2G.gameObject.SetActive(true); m_Dwelling2Up.gameObject.SetActive(false); } else { m_DwarfG.gameObject.SetActive(true); m_Dwarf2G.gameObject.SetActive(false); m_Dwelling2.gameObject.SetActive(false); } } else { m_DwarfG.gameObject.SetActive(false); m_Dwarf2G.gameObject.SetActive(false); } if (a_Data.Dwelling5Growth) { if (a_Data.Dwelling5Up) { m_DendroidG.gameObject.SetActive(false); m_Dendroid2G.gameObject.SetActive(true); m_Dwelling5Up.gameObject.SetActive(false); } else { m_DendroidG.gameObject.SetActive(true); m_Dendroid2G.gameObject.SetActive(false); m_Dwelling5.gameObject.SetActive(false); } } else { m_DendroidG.gameObject.SetActive(false); m_Dendroid2G.gameObject.SetActive(false); } }
public virtual void SetBuildings(BuiltBuildings a_BuiltBuildings, bool a_CanBuildShipyard) { m_BuiltBuildings = a_BuiltBuildings; m_CanBuildShipyard = a_CanBuildShipyard; if (m_BuiltBuildings.Capitol) { m_VillageHall.gameObject.SetActive(false); m_TownHall.gameObject.SetActive(false); m_CityHall.gameObject.SetActive(false); m_Capitol.gameObject.SetActive(true); } else if (m_BuiltBuildings.CityHall) { m_VillageHall.gameObject.SetActive(false); m_TownHall.gameObject.SetActive(false); m_CityHall.gameObject.SetActive(true); m_Capitol.gameObject.SetActive(false); } else if (m_BuiltBuildings.TownHall) { m_VillageHall.gameObject.SetActive(false); m_TownHall.gameObject.SetActive(true); m_CityHall.gameObject.SetActive(false); m_Capitol.gameObject.SetActive(false); } else { m_VillageHall.gameObject.SetActive(true); m_TownHall.gameObject.SetActive(false); m_CityHall.gameObject.SetActive(false); m_Capitol.gameObject.SetActive(false); } if (m_BuiltBuildings.Castle) { m_Fort.gameObject.SetActive(false); m_Citadel.gameObject.SetActive(false); m_Castle.gameObject.SetActive(true); } else if (m_BuiltBuildings.Citadel) { m_Fort.gameObject.SetActive(false); m_Citadel.gameObject.SetActive(true); m_Castle.gameObject.SetActive(false); } else if (m_BuiltBuildings.Fort) { m_Fort.gameObject.SetActive(true); m_Citadel.gameObject.SetActive(false); m_Castle.gameObject.SetActive(false); } else { m_Fort.gameObject.SetActive(false); m_Citadel.gameObject.SetActive(false); m_Castle.gameObject.SetActive(false); } m_Tavern.gameObject.SetActive(m_BuiltBuildings.Tavern); m_Blacksmith.gameObject.SetActive(m_BuiltBuildings.Blacksmith); m_Market.gameObject.SetActive(m_BuiltBuildings.Market); m_Silo.gameObject.SetActive(m_BuiltBuildings.Silo); m_ArtifactMerchants?.gameObject.SetActive(m_BuiltBuildings.ArtifactMerchants); if (m_BuiltBuildings.MageGuild5) { m_MageGuild1.gameObject.SetActive(false); m_MageGuild2.gameObject.SetActive(false); m_MageGuild3.gameObject.SetActive(false); m_MageGuild4?.gameObject.SetActive(false); m_MageGuild5?.gameObject.SetActive(true); } else if (m_BuiltBuildings.MageGuild4) { m_MageGuild1.gameObject.SetActive(false); m_MageGuild2.gameObject.SetActive(false); m_MageGuild3.gameObject.SetActive(false); m_MageGuild4?.gameObject.SetActive(true); m_MageGuild5?.gameObject.SetActive(false); } else if (m_BuiltBuildings.MageGuild3) { m_MageGuild1.gameObject.SetActive(false); m_MageGuild2.gameObject.SetActive(false); m_MageGuild3.gameObject.SetActive(true); m_MageGuild4?.gameObject.SetActive(false); m_MageGuild5?.gameObject.SetActive(false); } else if (m_BuiltBuildings.MageGuild2) { m_MageGuild1.gameObject.SetActive(false); m_MageGuild2.gameObject.SetActive(true); m_MageGuild3.gameObject.SetActive(false); m_MageGuild4?.gameObject.SetActive(false); m_MageGuild5?.gameObject.SetActive(false); } else if (m_BuiltBuildings.MageGuild1) { m_MageGuild1.gameObject.SetActive(true); m_MageGuild2.gameObject.SetActive(false); m_MageGuild3.gameObject.SetActive(false); m_MageGuild4?.gameObject.SetActive(false); m_MageGuild5?.gameObject.SetActive(false); } else { m_MageGuild1.gameObject.SetActive(false); m_MageGuild2.gameObject.SetActive(false); m_MageGuild3.gameObject.SetActive(false); m_MageGuild4?.gameObject.SetActive(false); m_MageGuild5?.gameObject.SetActive(false); } m_Shipyard?.gameObject.SetActive(m_BuiltBuildings.Shipyard); m_ShipyardShip?.gameObject.SetActive(false); m_Grail.gameObject.SetActive(m_BuiltBuildings.Grail); m_FactionBuilding1.gameObject.SetActive(m_BuiltBuildings.FactionBuilding1); m_FactionBuilding2?.gameObject.SetActive(m_BuiltBuildings.FactionBuilding2); m_FactionBuilding3?.gameObject.SetActive(m_BuiltBuildings.FactionBuilding3); m_FactionBuilding4?.gameObject.SetActive(m_BuiltBuildings.FactionBuilding4); if (m_BuiltBuildings.Dwelling1Up) { m_Dwelling1.gameObject.SetActive(false); m_Dwelling1Up.gameObject.SetActive(true); } else { m_Dwelling1.gameObject.SetActive(m_BuiltBuildings.Dwelling1); m_Dwelling1Up.gameObject.SetActive(false); } if (m_BuiltBuildings.Dwelling2Up) { m_Dwelling2.gameObject.SetActive(false); m_Dwelling2Up.gameObject.SetActive(true); } else { m_Dwelling2.gameObject.SetActive(m_BuiltBuildings.Dwelling2); m_Dwelling2Up.gameObject.SetActive(false); } if (m_BuiltBuildings.Dwelling3Up) { m_Dwelling3.gameObject.SetActive(false); m_Dwelling3Up.gameObject.SetActive(true); } else { m_Dwelling3.gameObject.SetActive(m_BuiltBuildings.Dwelling3); m_Dwelling3Up.gameObject.SetActive(false); } if (m_BuiltBuildings.Dwelling4Up) { m_Dwelling4.gameObject.SetActive(false); m_Dwelling4Up.gameObject.SetActive(true); } else { m_Dwelling4.gameObject.SetActive(m_BuiltBuildings.Dwelling4); m_Dwelling4Up.gameObject.SetActive(false); } if (m_BuiltBuildings.Dwelling5Up) { m_Dwelling5.gameObject.SetActive(false); m_Dwelling5Up.gameObject.SetActive(true); } else { m_Dwelling5.gameObject.SetActive(m_BuiltBuildings.Dwelling5); m_Dwelling5Up.gameObject.SetActive(false); } if (m_BuiltBuildings.Dwelling6Up) { m_Dwelling6.gameObject.SetActive(false); m_Dwelling6Up.gameObject.SetActive(true); } else { m_Dwelling6.gameObject.SetActive(m_BuiltBuildings.Dwelling6); m_Dwelling6Up.gameObject.SetActive(false); } if (m_BuiltBuildings.Dwelling7Up) { m_Dwelling7.gameObject.SetActive(false); m_Dwelling7Up.gameObject.SetActive(true); } else { m_Dwelling7.gameObject.SetActive(m_BuiltBuildings.Dwelling7); m_Dwelling7Up.gameObject.SetActive(false); } UpdateHall(); }
public void Initialize(ScenarioObject a_ScenarioObject, GameReferences a_GameReferences, Vector2Int a_ShipyardSpot) { m_GameReferences = a_GameReferences; m_SpriteRenderer.sortingOrder = -32767 + a_ScenarioObject.SortOrder; PlayerIndex = a_ScenarioObject.Town.Owner; IsUnderground = a_ScenarioObject.IsUnderground; ShipyardSpot = a_ShipyardSpot; CanBuildShipyard = a_ShipyardSpot != Vector2Int.zero; // Neutral objects are 255 if (PlayerIndex == 255) { PlayerIndex = 8; } switch (a_ScenarioObject.Template.Name) { case "avcranx0": case "avcranz0": case "avcrand0": if (PlayerIndex != 8) { Faction = m_GameSettings.Players.First(a_Player => a_Player.Index == PlayerIndex).Faction; } else { Faction = m_Factions.Factions[Random.Range(0, m_Factions.Factions.Count)]; } break; case "avccasx0": case "avccasz0": case "avccast0": Faction = m_Factions.Factions[0]; break; case "avcramx0": case "avcramz0": case "avcramp0": Faction = m_Factions.Factions[1]; break; case "avctowx0": case "avctowz0": case "avctowr0": Faction = m_Factions.Factions[2]; break; case "avcinfx0": case "avcinfz0": case "avcinft0": Faction = m_Factions.Factions[3]; break; case "avcnecx0": case "avcnecz0": case "avcnecr0": Faction = m_Factions.Factions[4]; break; case "avcdunx0": case "avcdunz0": case "avcdung0": Faction = m_Factions.Factions[5]; break; case "avcstrx0": case "avcstrz0": case "avcstro0": Faction = m_Factions.Factions[6]; break; case "avcftrx0": case "avcforz0": case "avcftrt0": Faction = m_Factions.Factions[7]; break; case "avchforx": case "avchforz": case "avchfor0": Faction = m_Factions.Factions[8]; break; } m_SpriteRenderer.material.SetColor("_PlayerColor", m_PlayerColors.Colors[PlayerIndex]); if (a_ScenarioObject.Town.HasCustomBuildings) { Buildings = a_ScenarioObject.Town.CustomBuildings; } else { Buildings = new BuiltBuildings(); Buildings.Tavern = true; if (a_ScenarioObject.Town.HasFort) { Buildings.Fort = true; Buildings.Dwelling1 = true; int _Random = Random.Range(0, 3); if (_Random == 0) { Buildings.Dwelling2 = true; } } } if (Buildings.Capitol) { m_Renderer.SetSprites(Faction.MapVisualDataCapitol.m_Sprites); m_ShadowRenderer.SetSprites(Faction.MapVisualDataCapitol.m_ShadowSprites); } else if (Buildings.Fort) { m_Renderer.SetSprites(Faction.MapVisualData.m_Sprites); m_ShadowRenderer.SetSprites(Faction.MapVisualData.m_ShadowSprites); } else { m_Renderer.SetSprites(Faction.MapVisualDataNoFort.m_Sprites); m_ShadowRenderer.SetSprites(Faction.MapVisualDataNoFort.m_ShadowSprites); } if (a_ScenarioObject.Town.Name != "") { gameObject.name = a_ScenarioObject.Town.Name; } else { gameObject.name = Faction.name; } if (PlayerIndex == m_GameSettings.LocalPlayerIndex) { m_GameReferences.LocalOwnership.AddTown(this); } }