Esempio n. 1
0
	/*
	//place unit at a tile
	public static void PlaceUnitAt(Tile tile){
		if(instance.startingUnit.Count==0) return;
		
		if(instance.startingUnit[instance.unitPlacementID]==null){
			instance.startingUnit.RemoveAt(instance.unitPlacementID);
			if(instance.unitPlacementID>=instance.startingUnit.Count){
				instance.unitPlacementID-=1;
			}
			return;
		}
		
		UnitTB unit=instance.startingUnit[instance.unitPlacementID];
		unit.transform.position=tile.thisT.position;
		unit.occupiedTile=tile;
		tile.unit=unit;
		instance.startingUnit.RemoveAt(instance.unitPlacementID);
		instance.allUnits.Add(unit);
		
		GridManager.PlaceUnitAt(tile);
		
		if(instance.unitPlacementID>=instance.startingUnit.Count){
			instance.unitPlacementID-=1;
		}
		
		//Debug.Log(instance.unitPlacementID);

		if(onPlacementUpdateE!=null) onPlacementUpdateE();
	}
	//remove a unit from the grid
	public static void RemoveUnit(UnitTB unit){
		GridManager.RemoveUnitAt(unit.occupiedTile);
		
		instance.startingUnit.Insert(0, unit);
		unit.occupiedTile.unit=null;
		unit.occupiedTile=null;
		unit.transform.position=new Vector3(0, 9999, 0);
		instance.allUnits.Remove(unit);
		
		if(instance.unitPlacementID<0) instance.unitPlacementID=0;
		
		if(onPlacementUpdateE!=null) onPlacementUpdateE();
	}
	
	public static void AutoPlaceUnit(){
		instance._AutoPlaceUnit();
	}
	public void _AutoPlaceUnit(){
		List<Tile> tileList=GridManager.GetAllPlaceableTiles();
		
		//to make sure there's sufficient tile
		//if(tileList.Count<startingUnit.Count){
		//	Debug.Log("not enough space");
		//	return;
		//}
		
		while(startingUnit.Count>0){
			int ID=Random.Range(0, tileList.Count);
			PlaceUnitAt(tileList[ID]);	//tileList will be remove at GridManager when unit is placed
			if(tileList.Count<=0) break;
		}
	}
	
	private int unitPlacementID=0;
	public static int GetUnitPlacementID(){
		return instance.unitPlacementID;
	}
	public static void NextUnitPlacementID(){
		instance.unitPlacementID+=1;
		if(instance.unitPlacementID>=instance.startingUnit.Count) instance.unitPlacementID=0;
	}
	//~ public static void ResetUnitPlacementID(){
		//~ instance.unitPlacementID=0;
	//~ }
	
	public static bool IsAllUnitPlaced(){
		if(instance.startingUnit.Count==0) return true;
		return false;
	}
	*/
	
	//to place a unit in runtime, untested, will probably cause issue with certain turnMode
	public static void InsertUnit(UnitTB unit, Tile tile, int factionID, int duration){
		if(unit==null){
			Debug.Log("no unit is specified");
			return;
		}
		
		if(tile.unit!=null){
			Debug.Log("tile is occupied");
			return;
		}
		
		GameObject unitObj=(GameObject)Instantiate(unit.gameObject);
		unit=unitObj.GetComponent<UnitTB>();
		unit.SetSpawnInGameFlag(true);
		if(duration>0) unit.SetSpawnDuration(duration);
		
		//if(unit.occupiedTile!=null){
		//	unit.occupiedTile.unit=null;
		//}
		
		unit.factionID=factionID;
		
		unit.transform.position=tile.thisT.position;
		unit.occupiedTile=tile;
		tile.unit=unit;
		
		for(int i=0; i<instance.allFactionList.Count; i++){
			Faction faction=instance.allFactionList[i];
			if(faction.factionID==factionID){
				faction.allUnitList.Add(unit);
				break;
			}
		}
		
		instance.allUnits.Add(unit);
		
		if(onNewUnitInRuntimeE!=null) onNewUnitInRuntimeE(unit);
		
		selectedUnit.occupiedTile.Select();
	}