Esempio n. 1
0
    public void AddPoints(int pointsToAdd)
    {
        _points += pointsToAdd;
        if (Player.ByIndex(playerIndex).CurrentPoints() >= 1000)
        {
            GameController.EndGame();
        }

        PlayerPointsBar.ResizeByIndex(this.playerIndex);
    }
Esempio n. 2
0
    public void SetPoints(int newPoints)
    {
        _points = newPoints;
        if (Player.ByIndex(playerIndex).CurrentPoints() >= 1000)
        {
            GameController.EndGame();
        }

        PlayerPointsBar.ResizeByIndex(this.playerIndex);
    }
Esempio n. 3
0
    void Load()
    {
        if (!controllersInitialized && CursorController.loaded && VoxelController.instance)
        {
            Cursor cursor = CursorController.cursorMatrix[xPos][zPos];
            print("cursor for " + unitName + ": " + cursor);
            loaded = true;
            GetComponent <ModelBehavior>().Load();
            yPos = 0;
            SetTransformPosition();
            controllersInitialized = true;

            animator = transform.Find("Body").Find("CharacterModel").GetComponent <Animator>();

            SetTransformPosition();

            transform.Find("Marker").GetComponent <Renderer>().material.color = Color.white;

            transform.Find("Body").Find("CharacterModel").Find("ArmLeft1").GetComponent <Renderer>().material.color =
                _color;
            transform.Find("Body").Find("CharacterModel").Find("ArmRight1").GetComponent <Renderer>().material.color =
                _color;
            transform.Find("Body").Find("CharacterModel").Find("Body1").GetComponent <Renderer>().material.color =
                _color;
            transform.parent = GameObject.Find("Units").transform;

            cursor.standingUnit = this;

            all.Add(this);

            GameObject pointsObject = Instantiate(pointsPrefab, Vector3.zero, Quaternion.identity);

            pointsObject.GetComponent <Points>().unit = this;

            PlayerPointsBar.ResizeByIndex(playerIndex);

            GameObject instance;

            ReflectCurrent();
        }
    }