void checkSoldier() { if (GetComponent<Archer>() != null) { SoldierIsType = SoldierType.archer; } else { SoldierIsType = SoldierType.spear; } }
public void setCurrentSelectedSoldier(SoldierType stp) { if (mCurrentSelectedBuilding) { Destroy(mCurrentSelectedBuilding); } mCurrentSelectedSoldierType = stp; mIsSoldierSelected = true; mIsBuildingSelected = false; }
public void DeselectChoosingStaff() { if (mCurrentSelectedBuilding != null) { Destroy(mCurrentSelectedBuilding); } mCurrentSelectedSoldierType = SoldierType.E_DEFAULT; mIsSoldierSelected = false; mIsBuildingSelected = false; }
public void setCurrentSelectedSoldier(SoldierType stp) { mCurrentSelectedSoldierType = stp; mIsSoldierSelected = true; mIsBuildingSelected = false; mIsSpellSelected = false; }
public static GameObject SpawnSoldier(SoldierType st, Vector3 spawnpoint) { return Instantiate (MapManager.mMapInstance.mSoldiers [(int)st], spawnpoint, Quaternion.identity) as GameObject; }
//public void setSoldierType(int type) //{ // soldierType = (SoldierType)type; //} public void SetSoldierType(SoldierType type) { soldierType = type; initSoldier(); }