Esempio n. 1
0
    public Wall(Level level, Vector2 position, faction faction) : base(level)
    {
        _EnemycanWalktrough  = false;
        _Friendcanwalktrough = false;
        _size          = 2;
        _position      = position;
        _faction       = faction;
        _maxhp         = 2500;
        _lumberCost    = 200;
        _goldCost      = 0;
        _buildTime     = 500;
        _armor         = 10;
        _ableToProduce = true;
        this.Reset();

        if (_faction == faction.Human)
        {
            _description = "This is a wall.";
            _sprite      = GameEnvironment.getAssetManager().GetSprite("");
        }

        if (_faction == faction.Orc)
        {
            _description = "Wall this is";
            _sprite      = GameEnvironment.getAssetManager().GetSprite("");
        }
    }
Esempio n. 2
0
    public Townhall(Level level, Vector2 position, faction faction)
        : base(level)
    {
        _EnemycanWalktrough  = false;
        _Friendcanwalktrough = true;
        _size          = 3;
        _position      = position;
        _faction       = faction;
        _maxhp         = 2000;
        _lumberCost    = 400;
        _goldCost      = 400;
        _buildTime     = 1000;
        _armor         = 0;
        _ableToProduce = true;
        this.Reset();
        if (_faction == faction.Human)
        {
            _description = "This is the main building of the Human Alliance. Each settlement can only have one Town hall. It can rebuild if it is destroyed through battle.";
            _sprite      = GameEnvironment.getAssetManager().GetSprite("Sprites/Buildings/HumanTownHall");
        }

        if (_faction == faction.Orc)
        {
            _description = "This is the main building of the Orcish army. Each encampment can only have one town hall, but it can be replaced if it is destroyed in battle.";
            _sprite      = GameEnvironment.getAssetManager().GetSprite("Sprites/Buildings/OrcTownHall");
        }
    }
Esempio n. 3
0
    public void ChangeFaction(faction newFaction)
    {
        owningFaction  = newFaction;

        CapturedTime = Time.time;
        LastInc = Time.time ;
    }
Esempio n. 4
0
    //sets up a unit
    public virtual void Setup(float maxHealth, movementType mvtType, faction faction, float speed, float newAtk, float newCooldown)
    {
        this.maxHealth   = maxHealth;
        this.currHealth  = maxHealth;
        this.movetype    = mvtType;
        this.alignment   = faction;
        this.speed       = speed;
        this.atk         = newAtk;
        this.atkCooldown = newCooldown;

        isDead       = false;
        target       = new List <Vector3>();
        occupied     = false;
        ignoreVision = false;
        currentState = state.idle;

        if (this.gameObject.layer == 8)
        {
            enemyLayer = "Player";
        }
        else
        {
            enemyLayer = "AI";
        }

        visionRadius = Vector3.Distance(sightStart.position, visionCenter.position);

        cachedY = energyBar.anchoredPosition.y;
        maxX    = energyBar.anchoredPosition.x;
        minX    = energyBar.anchoredPosition.x - energyBar.rect.width;
    }
Esempio n. 5
0
    public Barracks(Level level, Vector2 position, faction faction)
        : base(level)
    {
        _EnemycanWalktrough  = false;
        _Friendcanwalktrough = false;
        _size          = 2;
        _position      = position;
        _faction       = faction;
        _maxhp         = 100;
        _lumberCost    = 400;
        _goldCost      = 400;
        _buildTime     = 1000;
        _armor         = 0;
        _ableToProduce = true;
        this.Reset();

        if (_faction == faction.Human)
        {
            _description        = "This is where units that can fight be produced.";
            _sprite             = GameEnvironment.getAssetManager().GetSprite("Sprites/Buildings/HumanBarracks");
            _constructionSprite = GameEnvironment.getAssetManager().GetSprite("Sprites/Buildings/HumanBarracksConstruction");
        }

        if (_faction == faction.Orc)
        {
            _description        = "This is where the units are produced to fight";
            _sprite             = GameEnvironment.getAssetManager().GetSprite("Sprites/Buildings/OrcBarracks");
            _constructionSprite = GameEnvironment.getAssetManager().GetSprite("Sprites/Buildings/OrcBarracksConstruction");
        }
    }
Esempio n. 6
0
    public Farm(Level level, Vector2 position, faction faction)
        : base(level)
    {
        _EnemycanWalktrough  = true;
        _Friendcanwalktrough = true;
        _size          = 2;
        _position      = position;
        _faction       = faction;
        _maxhp         = 750;
        _lumberCost    = 400;
        _goldCost      = 400;
        _buildTime     = 1000;
        _armor         = 0;
        _ableToProduce = false;
        this.Reset();


        if (_faction == faction.Human)
        {
            _description        = "This is where food for the army is produced. You must produce enough food for all Units otherwise they will die off.";
            _sprite             = GameEnvironment.getAssetManager().GetSprite("Sprites/Buildings/HumanFarm");
            _constructionSprite = GameEnvironment.getAssetManager().GetSprite("Sprites/Buildings/HumanFarmConstruction");
        }

        if (_faction == faction.Orc)
        {
            _description        = "Farms produce the grain and animals needed to keep the army well fed. You must produce enough food to supply all Orcs you control.";
            _sprite             = GameEnvironment.getAssetManager().GetSprite("Sprites/Buildings/OrcFarm");
            _constructionSprite = GameEnvironment.getAssetManager().GetSprite("Sprites/Buildings/OrcFarmConstruction");
        }

        //FoodCreate();
    }
Esempio n. 7
0
 public void Setup(float maxHealth, movementType mvtType, faction faction, float speed, float newAtk, float newCooldown, Transform pWaypoint)
 {
     base.Awake();
     base.Setup(maxHealth, mvtType, faction, speed, newAtk, newCooldown);
     wayPointParent = pWaypoint;
     for (int i = 0; i < wayPointParent.childCount; i++)
     {
         target.Add(wayPointParent.GetChild(i).position);
     }
 }
Esempio n. 8
0
 public void setFaction(faction e)
 {
     if (_faction != e)
     {
         _faction = e;
         if (_faction == faction.Human)
         {
             _sprite = GameEnvironment.getAssetManager().GetSprite("Sprites/Units/Human");
         }
         if (_faction == faction.Orc)
         {
             _sprite = GameEnvironment.getAssetManager().GetSprite("Sprites/Units/Orc");
         }
     }
 }
Esempio n. 9
0
 public Node_Get_Closest_Enemy(Dictionary<string, System.Object> blackBoard, string bb_key, float radius, faction myFaction)
 {
     m_radius = radius;
     m_faction = myFaction;
     m_dict = blackBoard;
     m_key = bb_key;
 }
Esempio n. 10
0
 public void updateFaction(faction faction, int value)
 {
     faction += value;
 }
Esempio n. 11
0
 public int getFaction(faction faction)
 {
     return((int)faction);
 }
Esempio n. 12
0
 public void setFaction(faction newFaction)
 {
     myFaction = newFaction;
 }