Esempio n. 1
0
        //init the faction without modifying the faction attributes
        public void Init(int factionID, FactionManager factionMgr, GameManager gameMgr)
        {
            this.ID         = factionID;
            this.FactionMgr = factionMgr;

            FactionMgr.Init(gameMgr, ID, typeInfo ? typeInfo.GetLimits() : null, this); //init the faction manager component of this faction

            //depending on the faction type, add extra units/buildings (if there's actually any) to be created for each faction:
            if (playerControlled == true)                                                //if this faction is player controlled:
            {
                if (typeInfo != null)                                                    //if this faction has a valid type.
                {
                    gameMgr.PlacementMgr.AddBuildingRange(typeInfo.GetExtraBuildings()); //add the extra buildings so that this faction can use them.
                }
            }
            else if (IsNPCFaction() == true) //if this is not controlled by the local player but rather NPC.
            //Init the NPC Faction manager:
            {
                InitNPCMgr(gameMgr);
            }

            Lost = false;

            CustomEvents.OnFactionInit(this);
        }
Esempio n. 2
0
        //init the npc manager:
        public void InitNPCMgr(GameManager gameMgr)
        {
            //make sure there's a npc manager prefab set:
            if (npcMgr == null)
            {
                Debug.LogError("[Faction Slot]: NPC Manager hasn't been set for NPC faction.");
                return;
            }

            npcMgrIns = Object.Instantiate(npcMgr.gameObject).GetComponent <NPCManager>();

            //set the faction manager:
            npcMgrIns.FactionMgr = FactionMgr;

            //init the npc manager:
            npcMgrIns.Init(gameMgr);

            if (typeInfo != null) //if this faction has a valid type.
            {
                //set the building center regulator (if there's any):
                if (typeInfo.GetCenterBuilding() != null)
                {
                    npcMgrIns.territoryManager_NPC.centerRegulator = npcMgrIns.GetBuildingRegulatorAsset(typeInfo.GetCenterBuilding());
                }
                //set the population building regulator (if there's any):
                if (typeInfo.GetPopulationBuilding() != null)
                {
                    npcMgrIns.populationManager_NPC.populationBuilding = npcMgrIns.GetBuildingRegulatorAsset(typeInfo.GetPopulationBuilding());
                }

                //is there extra buildings to add?
                foreach (Building b in typeInfo.GetExtraBuildings())
                {
                    if (b != null)
                    {
                        npcMgrIns.buildingCreator_NPC.independentBuildingRegulators.Add(npcMgrIns.GetBuildingRegulatorAsset(b));
                    }
                    else
                    {
                        Debug.LogError($"[Game Manager]: Faction " + typeInfo.GetName() + " (Code: " + typeInfo.GetCode() + ") has missing Building fields in the 'Extra Buildings' list.");
                    }
                }
            }
        }