Esempio n. 1
0
        async void SpawnUnits(string unit_prefab, FieldBounds bounds, int count, uint team_index)
        {
            var battleground = Game.GetBattleground();
            var tilemap      = battleground.GetMainTilemap();

            var points = bounds.GetAllPoints();

            points.Shuffle();

            if (points.Count < count)
            {
                Debug.LogWarning($"Can't spawn {count} units, trim to free points count.");
                count = points.Count;
            }

            for (int i = 0; i < count; i++)
            {
                var asset = await Assets.LoadAsync(unit_prefab);

                var unit = asset.AddComponentOnce <BattleUnit>();
                unit.Init(team_index);

                var cell_x = Mathf.RoundToInt(points[i].x);
                var cell_y = Mathf.RoundToInt(points[i].y);

                var point     = new Vector3Int(cell_x, cell_y, 0);
                var world_pos = tilemap.CellToWorld(point);
                world_pos.x += Battleground.UNIT_WORLD_POS_OFFSET_X;
                world_pos.y += Battleground.UNIT_WORLD_POS_OFFSET_Y;

                unit.transform.position = world_pos;

                battleground.AddUnit(unit);
            }
        }
Esempio n. 2
0
        public async UniTask LoadLocation()
        {
            location = await Assets.LoadAsync("Location");

            Error.Verify(location != null);

            Debug.Log("Location loaded succesfully");
        }
Esempio n. 3
0
  public static async UniTask<T> OpenAsync<T>() where T : UIWindow
  {
    string prefab = GetPrefab(typeof(T));
    var ui_window_go = await Assets.LoadAsync(prefab, windows_container.transform);
    var window = ui_window_go.AddComponentOnce<T>();
    if(window != null)
      windows.Add(window);

    return window as T;
  }
Esempio n. 4
0
  static async UniTask<UIWindow> LoadWindowAsync(string name)
  {
    var prefab = await Assets.LoadAsync($"Prefabs/ui/windows/{name}", parent: windows_container.transform);
    var window = prefab.GetComponent<UIWindow>();

    Error.Assert(window != null, $"Failed to load UI window ({name}). UIWindow component not found.");

    window.SetNameHash(Hash.CRC32(name));

    return window;
  }