public Unit(int type, int owner, int health, int x, int y) { X = x; Y = y; Health = health; Owner = owner == 0 ? UnitOwner.Friendly : UnitOwner.Enemy; switch (type) { case -1: Type = UnitType.Queen; break; case 0: Type = UnitType.Knight; break; case 1: Type = UnitType.Archer; break; case 2: Type = UnitType.Giant; break; } }
public void InitUnit(UnitOwner owner) { this.owner = owner; CreateAimComponent(); aimComponent.Init(this); moralComponent = gameObject.AddComponent <UnitMoralComponent>(); if (owner == UnitOwner.PLAYER) { transform.Find("SpriteEnemy").gameObject.SetActive(false); transform.Find("SpritePlayer").gameObject.SetActive(true); transform.Find("SpritePlayer/shotFire").gameObject.SetActive(false); if (transform.Find("SpritePlayer/flag") != null) { transform.Find("SpritePlayer/flag").gameObject.SetActive(false); } } else { transform.Find("SpriteEnemy").gameObject.SetActive(true); transform.Find("SpriteEnemy/shotFire").gameObject.SetActive(false); if (transform.Find("SpriteEnemy/flag") != null) { transform.Find("SpriteEnemy/flag").gameObject.SetActive(false); } transform.Find("SpritePlayer").gameObject.SetActive(false); } soldierSprite = transform.GetComponentInChildren <SoldierSprite>(); hitpoint = GetParams().hitpoints; SetState(new RunUnitState(this), unitState); }
// Use this for initialization void Start () { //if (hasAuthority) //{ owner = GetComponent<UnitOwner>(); //} }
public void Init(UnitOwner owner) { this.owner = owner; float x = (owner == UnitOwner.PLAYER) ? MIN_X : MAX_X; transform.position = new Vector3(x, -3, -5); if (owner == UnitOwner.ENEMY) { transform.rotation = Quaternion.Euler(0, 180, 0); } }
//private UnitOwner parent = null; public void setOwnerShip( UnitOwner owner) { if (owner != null) { //parent = owner; this.playerName = owner.playerName; //this.playerIndex = owner.playerIndex; this.playerNetId = owner.playerNetId; this.teamIndex = owner.teamIndex; } }
// Use this for initialization void Start () //awake { if (!isLocalPlayer) enabled = false; owner = GetComponent<UnitOwner>(); StartCoroutine (InitTeamsNumber() ); }
public static bool canHeShootHim(UnitOwner p1, UnitOwner p2) { bool res = true; if (friendlyFire == true) { res = true; } else { res = ! UnitOwner.isFriendly(p1, p2); ; } return res; }
/* public string playerName { get { if (parent) { return parent.playerName; } else { return _playerName; } } set { _playerName = value; } } public int teamIndex { get { if (parent) { return parent.teamIndex; } else { return _teamIndex; } } set { _teamIndex = value; } } public int playerIndex { get { if (parent) { return parent.playerIndex; } else { return _playerIndex; } } set { _playerIndex = value; } } */ public static bool isFriendly(UnitOwner p1 , UnitOwner p2) { bool res = false; if (p1.playerNetId == p2.playerNetId) { res = true; } else { if (p1.teamIndex > 0) { if (p1.teamIndex == p2.teamIndex) res = true; } else { //res = false; } } return res; }
// Use this for initialization void Start() { //for a sample these will do unitState = UnitState.MOVING; unitOwner = UnitOwner.PLAYER; }