// Use this for initialization void Start() { //Starting Unit Information Movement_Range = 1; Movement_Costs = new Movement_Costs(1, 1, 1, 1, null, null, null, null, 1, 1, null); //Move to a Set and Get built into Movement_Type since they go hand in hand. Current_Stam = Max_Stam; Walkable = new List <TileType> { TileType.Ground, TileType.Forest, TileType.Food, TileType.Road, TileType.Rough, TileType.Bridge2, TileType.Bridge1, TileType.Building }; //Position Set based on where it was placed. Position = new Vector2Int((int)(transform.position.x - 0.5), (int)(transform.position.z - 0.5)); //Stores Color Values Set_Color_Values(); //Sets the Color to the Material Set_Color(color_renderer, Base_Color); //Animation Stuff animation_name = "Mech_"; animation_zoom = "Default"; //PLay Idle Animation Play_Animation("Idle_"); }
//Copy Constructor public Movement_Costs(Movement_Costs other) { Ground = other.Ground; Rough = other.Rough; Forest = other.Forest; Road = other.Road; River = other.River; Mountain = other.Mountain; Coast = other.Coast; Ruin = other.Ruin; Bridge = other.Bridge; Building = other.Building; Water = other.Water; }
// Use this for initialization void Start() { //Starting Unit Information Name = UnitName.AT_Infantry; Movement_Type = MovementType.Heavy_Boots; Attack_Type = UnitAttackType.Direct; Movement_Range = 2; Movement_Costs = new Movement_Costs(Movement_Costs.Heavy_Boots); //Move to a Set and Get built into Movement_Type since they go hand in hand. Current_HP = Max_HP; //Weapon Main_Weapon = new Weapon(Weapon.Assault_Rifle); //Secondary_Weapon = new Weapon(Weapon.Rocket_Launcher); //Defensive Rating Defense_Rating = Armor_Constants.Heavy_Outfit; //Position Set based on where it was placed. Position = new Vector2Int((int)(transform.position.x - 0.5), (int)(transform.position.z - 0.5)); //Stores Color Values Set_Color_Values(); //Sets the Color to the Material Set_Color(color_renderer, Base_Color); //Animation Stuff animation_name = "Mech_"; animation_zoom = "Default"; //PLay Idle Animation Play_Animation("Idle_"); //Add Unit to Map Data Add_Unit(); }