public unsafe reg_stat()
 {
     thisregiment = &mainStatic.regiment_stat [number];
 }
 static public Vector3 GetPos(regStat polk, int id)
 {
     return(polk.soldiers[id].transform.position);
 }
Esempio n. 3
0
    void Start()
    {
        /// Для обработки количества убитых в тестах солдат
        using (StreamReader reader = File.OpenText("Count.txt"))
        {
            string h = null;
            while ((h = reader.ReadLine()) != null)
            {
                VDU = Convert.ToInt32(h);
            }
        }
        /// Загружаем характеристики солдат
        // Пока пустое StaticLoad.load();
        // Паралельно считывание из файлов:


        /// Загружаем стартовую расстановку полков
        List <temm>  reader1      = LoadTxt.loadTxt("map1.txt");
        loadRegiment LoadRegiment = new loadRegiment(LoadTxt.number);

        for (int i = 0; i < reader1.Count; i++)
        {
            regStat t = new regStat();
            mainStatic.regiment_stat.Add(t);
            LoadRegiment.addregiment(reader1[i].x);
        }
        LoadRegiment.numReg = LoadTxt.number;



        // Загружаем предметы
        List <temm> reader2  = LoadTxt.loadTxt("item.txt");
        loadItem    LoadItem = new loadItem(LoadTxt.number);

        for (int i = 0; i < reader2.Count; i++)
        {
            LoadItem.additem(reader2[i].x);
        }


        //Загружаем типы солдат и их описание
        List <temm>  reader3     = LoadTxt.loadTxt("soldiers.txt");
        loadSoldiers LoadSoldier = new loadSoldiers(LoadTxt.number);

        for (int i = 0; i < reader3.Count; i++)
        {
            LoadSoldier.addSold(reader3[i].x);
        }
        // Тут корректно

        /// Конец паралельных вычислений в блоке

        /// Здесь считаем что одето на юнита и какие параметры ему это меняет
        CalculateSoldParam SoldParameters = new CalculateSoldParam(LoadSoldier.temp);

        SoldParameters.Calc(LoadSoldier, LoadItem);

        /// Считывает файл с оферским составом
        List <temm> reader4     = LoadTxt.loadTxt("officer.txt");
        loadOfficer LoadOfficer = new loadOfficer(LoadTxt.number);

        for (int i = 0; i < reader4.Count; i++)
        {
            LoadOfficer.addOfficer(reader4[i].x);
        }

        LoadOfficer.ReCalculate(LoadItem);


        // Уникальное id солдата
        int n_obj = 0;

        // Здесь нехорошо, перекладываем данные из LoadData в mainStatic.regiment_stat
        // Попытка переделать - закоменченный скрипт Load Batle
        // Цикл по количеству полков

        mainStatic.panic_regiment_stat = new List <regStat>();

        for (int n = 0; n < LoadRegiment.numReg; n++)
        {
            LoadRegiment.putregiment(n);

            mainStatic.regiment_stat[n].orderBack   = false;
            mainStatic.regiment_stat[n].orderForw   = false;
            mainStatic.regiment_stat[n].orderRotL   = false;
            mainStatic.regiment_stat[n].orderRotW   = false;
            mainStatic.regiment_stat[n].archAlone   = false;
            mainStatic.regiment_stat[n].archTotewer = false;


            mainStatic.regiment_stat[n].angle        = LoadRegiment.angle[n];
            mainStatic.regiment_stat[n].regFirstLine = LoadRegiment.w[n];

            mainStatic.regiment_stat[n].regPosition.x = LoadRegiment.x[n];
            mainStatic.regiment_stat[n].regPosition.y = LoadRegiment.y[n];
            mainStatic.regiment_stat[n].regPosition.z = LoadRegiment.z[n];

            mainStatic.regiment_stat[n].figthMas = new List <int>();


            mainStatic.regiment_stat[n].prim_soldier_count = LoadRegiment.size[n];
            mainStatic.regiment_stat[n].soldier_count      = LoadRegiment.size[n];

            mainStatic.regiment_stat[n].typeSoldiers = new int[10];
            mainStatic.regiment_stat[n].Position_Reg = new Vector3[4];



            // Передаем данные п статический массив

            int t_x, t_z; t_x = t_z = 0;

            int ccount = 0; // Индекс установленных уже солдат
            int cc     = 0; // Индекс типов солдат
            // Создаем солдат в построении
            for (int i = 0; i < LoadRegiment.size[n]; i++)
            {
                if (ccount < LoadRegiment.sol[n][cc].num)
                {
                    ccount++;
                }
                else
                {
                    cc++;
                    ccount = 0;
                }

                if (t_x == LoadRegiment.w[n])
                {
                    t_x = 0; t_z++;
                }
                Vector3 v, v2; float tx = 0; float tz = 0;
                v.y = 0f;
                v.x = t_x * 3;
                v.z = t_z * 3 * (-1);
                tx  = v.x - LoadRegiment.w[n] / 2 * 3; tz = v.z;
                float a = LoadRegiment.angle[n];
                /// Сначала расставляем, потом поворачиваем на a
                v.x = tx * Mathf.Cos(a) + tz * Mathf.Sin(a);
                v.z = -tx *Mathf.Sin(a) + tz * Mathf.Cos(a);

                v2.x = v.x + LoadRegiment.x[n];
                v2.y = 0f;// v.y + LoadRegiment.y[n];
                v2.z = v.z + LoadRegiment.z[n];

                int kk;
                if (SoldParameters.spearman[LoadRegiment.sol[n][cc].id] == true)
                {
                    kk = 2;
                }
                else
                {
                    if (SoldParameters.arch[LoadRegiment.sol[n][cc].id] == true)
                    {
                        kk = 3;
                    }
                    else
                    {
                        kk = 1;
                    }
                }

                mainStatic.regiment_stat[n].soldiers.Add(Instantiate(objects[kk], v2, Quaternion.identity * Quaternion.AngleAxis(a, new Vector3(0, 0, 0))).GetComponent <UnitSoldiers>());


                if (SoldParameters.spearman[LoadRegiment.sol[n][cc].id] == true)
                {
                    mainStatic.regiment_stat[n].soldiers[i].unitType = 2;
                }
                else
                {
                    if (SoldParameters.arch[LoadRegiment.sol[n][cc].id] == true)
                    {
                        mainStatic.regiment_stat[n].soldiers[i].unitType = 3;
                    }
                    else
                    {
                        mainStatic.regiment_stat[n].soldiers[i].unitType = 1;
                    }
                }
                mainStatic.regiment_stat[n].soldiers[i].new_position = v2;
                mainStatic.regiment_stat[n].soldiers[i].listItem     = SoldParameters.itemList[LoadRegiment.sol[n][cc].id];
                Debug.Log("-----------");
                Debug.Log(n);
                //Debug.Log (SoldParameters.archer[n-1]);
                mainStatic.regiment_stat[n].soldiers[i].archer =
                    SoldParameters.archer[LoadRegiment.sol[n][cc].id];

                mainStatic.regiment_stat[n].soldiers[i].spearman        = SoldParameters.spearman[LoadRegiment.sol[n][cc].id];
                mainStatic.regiment_stat[n].soldiers[i].k1              = t_x;
                mainStatic.regiment_stat[n].soldiers[i].k2              = t_z;
                mainStatic.regiment_stat[n].soldiers[i].angle           = LoadRegiment.angle[n];
                mainStatic.regiment_stat[n].soldiers[i].matrix_position = new Vector3(v.x, v.y, v.z);
                mainStatic.regiment_stat[n].soldiers[i].gl_number       = n_obj;
                mainStatic.regiment_stat[n].soldiers[i].numSoldier      = i;
                mainStatic.regiment_stat[n].soldiers[i].numReg          = n;

                if (mainStatic.regiment_stat[n].command == 0)
                {
                    if (SoldParameters.arch[LoadRegiment.sol[n][cc].id] == true)
                    {
                        //mainStatic.regiment_stat[n].soldiers[i].transform.GetComponent<MeshRenderer>().material.color = Color.green;
                    }
                    //else
                    //mainStatic.regiment_stat[n].soldiers[i].transform.GetComponent<MeshRenderer>().material.color = Color.blue;
                }
                else
                {
                    if (SoldParameters.arch[LoadRegiment.sol[n][cc].id] == true)
                    {
                        //mainStatic.regiment_stat[n].soldiers[i].transform.GetComponent<MeshRenderer>().material.color = Color.yellow;
                    }
                    //else
                    //mainStatic.regiment_stat[n].soldiers[i].transform.GetComponent<MeshRenderer>().material.color = Color.red;
                }

                // Указали номер, в котором
                mainStatic.regiment_stat[n].soldiers[i].numReg  = n;
                mainStatic.regiment_stat[n].soldiers[i].command = mainStatic.regiment_stat[n].command;
                /// Должны передать параметры id солдата
                mainStatic.regiment_stat[n].soldiers[i].attack  = 17; // SoldParameters.damage[LoadRegiment.sol[n][cc].id];
                mainStatic.regiment_stat[n].soldiers[i].defence = 3;  //SoldParameters.defens[LoadRegiment.sol[n][cc].id];
                mainStatic.regiment_stat[n].soldiers[i].power   = SoldParameters.power[LoadRegiment.sol[n][cc].id];
                if (mainStatic.regiment_stat[n].soldiers[i].getObject().GetComponent <UnitArcher>() != null)
                {
                    mainStatic.regiment_stat[n].soldiers[i].getObject().GetComponent <UnitArcher>().archerSkill = SoldParameters.archerSkill[LoadRegiment.sol[n][cc].id];
                    mainStatic.regiment_stat[n].soldiers[i].archer = SoldParameters.arch[LoadRegiment.sol[n][cc].id];
                    mainStatic.regiment_stat[n].soldiers[i].getObject().GetComponent <UnitArcher>().archerType  = SoldParameters.arcType[LoadRegiment.sol[n][cc].id];
                    mainStatic.regiment_stat[n].soldiers[i].getObject().GetComponent <UnitArcher>().archerPower = SoldParameters.achPower[LoadRegiment.sol[n][cc].id];
                }
                mainStatic.regiment_stat[n].soldiers[i].IdSoldiers = SoldParameters.soldierId[LoadRegiment.sol[n][cc].id];
                t_x++;
                n_obj++;
            }
        }



        for (int t = 0; t < LoadRegiment.numReg; t++)
        {
            mainStatic.updateRegimentPosition(t);
        }

        mainStatic.all_officers = new List <UnitOfficer>();

        int OfCount = 0;

        for (int j = 0; j < LoadOfficer.temp; j++)
        {
            UnitSoldiers temp = new UnitSoldiers();

            temp.position = new Vector3(LoadOfficer.x[j], LoadOfficer.y[j], LoadOfficer.z[j]);
            temp.angle    = LoadOfficer.angle[j];

            mainStatic.all_officers.Add(Instantiate(officer_test, new Vector3(LoadOfficer.x[j], LoadOfficer.y[j], LoadOfficer.z[j]), Quaternion.identity).GetComponent <UnitOfficer>());

            if (LoadOfficer.command[j] == 0)
            {
                //mainStatic.all_officers[j].transform.GetComponent<MeshRenderer>().material.color = Color.blue;
            }
            else
            {
                //mainStatic.all_officers[j].transform.GetComponent<MeshRenderer>().material.color = Color.green;
            }


            mainStatic.all_officers[j].GetSoldiers().position = new Vector3(LoadOfficer.x[j], LoadOfficer.y[j], LoadOfficer.z[j]);
            mainStatic.all_officers[j].GetSoldiers().angle    = LoadOfficer.angle[j];
            mainStatic.all_officers[j].GetSoldiers().attack   = LoadOfficer.defDamage[j];
            mainStatic.all_officers[j].charisma = LoadOfficer.charisma[j];
            mainStatic.all_officers[j].GetSoldiers().command = LoadOfficer.command[j];
            mainStatic.all_officers[j].GetSoldiers().defence = LoadOfficer.defDef[j];

            mainStatic.all_officers[j].IdOfficer      = OfCount;
            mainStatic.all_officers[j].IdTypeOfficers = LoadOfficer.IdOfficerType[j];
            OfCount++;
            mainStatic.all_officers[j].LeadDist  = LoadOfficer.LeadDist[j];
            mainStatic.all_officers[j].LeadSkill = LoadOfficer.LeadSkill[j];
            mainStatic.all_officers[j].moral     = LoadOfficer.moral[j];
            mainStatic.all_officers[j].GetSoldiers().new_position = mainStatic.all_officers[j].GetSoldiers().position;
            mainStatic.all_officers[j].GetSoldiers().control      = false;
            mainStatic.all_officers[j].GetSoldiers().power        = LoadOfficer.defPower[j];
            mainStatic.all_officers[j].GetSoldiers().speed        = LoadOfficer.speed[j];
            mainStatic.all_officers[j].tacticMind   = LoadOfficer.tacticMind[j];
            mainStatic.all_officers[j].TurnsWithReg = 0;
            mainStatic.all_officers[j].RegimentNum  = LoadOfficer.RegNum[j];
        }
        // Пробежимся по массиву и офицеров перекинем В полки, возможно будут дублироваться

        for (int r = 0; r < mainStatic.all_officers.Count; r++)
        {
            if (mainStatic.all_officers[r].RegimentNum != 99999)
            {
                mainStatic.regiment_stat[mainStatic.all_officers[r].RegimentNum].officers.Add(mainStatic.all_officers[r]);
            }
        }
        mainStatic.listFigReg = new List <figth>();
        DeadBuff.deathBuf     = new List <DeathBuf>();
        ArrowBuff.archBuf     = new List <ArchBuf>();
        mainStatic.arr        = new List <ArrowControl>();

        mapCell.mapCellconstr();
        mapCell.PutAllReg();
    }