void SetOldGroundStats(GameObject originalLand, GameObject storedLand) { GroundLogic ol = originalLand.GetComponent <GroundLogic> (); GroundLogic sl = storedLand.GetComponent <GroundLogic> (); sl.hasPa = ol.hasPa; sl.placedStructure = ol.placedStructure; sl.occupied = ol.occupied; sl.multiplier = ol.multiplier; sl.roads = ol.roads; sl.owner = ol.owner; }
//LayoutObjectAtRandom accepts an array of game objects to choose from along with a minimum and maximum range for the number of objects to create. void LayoutObjectAtRandom(GameObject resource, string name) { int count = 16; for (int i = 0; i < count; i++) { Vector3 randomPosition = RandomPosition(); RaycastHit2D hit = Physics2D.Raycast(new Vector2(randomPosition.x, randomPosition.y), Vector2.zero); if (hit.collider != null) { GroundLogic tile = hit.collider.gameObject.GetComponent <GroundLogic>(); tile.resource = name; Debug.Log("should be 16 of these " + name); Instantiate(resource, randomPosition, Quaternion.identity); } } }
void ProcessResources(GroundLogic land) { if (land.resource == "Kauri") { this.data.Kauri += land.multiplier; } if (land.resource == "Moa") { this.data.Moa += land.multiplier; } if (land.resource == "Pounamu") { this.data.Pounamu += land.multiplier; } if (land.resource == "Flax") { this.data.Flax += land.multiplier; } this.data.Kumara += land.multiplier; }