Esempio n. 1
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.UpArrow))
        {
            if (towerData1.Controller == Player1)
            {
                playerData1.AddUnits(-towerData1.Population);
                towerHub1.ChangeController(Player2);
                playerData2.AddUnits(towerData1.Population);
            }
            else
            {
                playerData2.AddUnits(-towerData1.Population);
                towerHub1.ChangeController(Player1);
                playerData1.AddUnits(towerData1.Population);
            }
        }

        if (Input.GetKeyDown(KeyCode.DownArrow))
        {
            if (towerData2.Controller == Player1)
            {
                playerData1.AddUnits(-towerData2.Population);
                towerHub2.ChangeController(Player2);
                playerData2.AddUnits(towerData2.Population);
            }
            else
            {
                playerData2.AddUnits(-towerData2.Population);
                towerHub2.ChangeController(Player1);
                playerData1.AddUnits(towerData2.Population);
            }
        }

        if (Input.GetKeyDown(KeyCode.RightArrow))
        {
            towerHub1.Spawn(Tower2.transform);
        }
        if (Input.GetKeyDown(KeyCode.LeftArrow))
        {
            towerHub2.Spawn(Tower1.transform);
        }
    }
Esempio n. 2
0
    // Unit enter in collision with tower.
    void OnTriggerEnter(Collider unit)
    {
        ActualizeController();

        if (unit.gameObject.CompareTag("Unit"))
        {
            // Verify unit's player info
            unitData = unit.GetComponent <UnitData>();

            if (unitData.Origin != location)
            {
                unitController = unitData.Controller;

                if (unitController == towerController)
                {
                    Data.AddUnits(1);
                }
                else
                {
                    // Combat Process
                    unitControllerData = unitData.ControllerData;
                    float attackerCombatPower = unitControllerData.CombatPower / towerControllerData.CombatPower; // TO DO : Add Zone Power
                    float population          = Data.Population;

                    // If defender wins
                    if (population >= attackerCombatPower)
                    {
                        Data.AddUnits(-attackerCombatPower);
                    }
                    // If attacker wins
                    else
                    {
                        float leftover = attackerCombatPower - population;
                        Data.AddUnits(-population);
                        Hub.ChangeController(unitController);
                        Data.AddUnits(leftover);
                    }

                    // Manage cooldown until harmonization
                    Harmonizer.StartCountdown();
                }
                Debug.Log("Appel des particules");
                Particles.PlayAttaque();
                Destroy(unit.gameObject);
            }
        }
    }