コード例 #1
0
 private void Stats_update(int Balance, double buildingmod, double popgrowth, int army, CityStats buttonParent) // Updating popgrowth, buildingmod and balance based on button clicked.
 {
     if (buttonParent.building_modifier < 100)                                                                  // To be sure
     {
         buttonParent.building_modifier += (float)buildingmod;
     }
     buttonParent.population_growth += (float)popgrowth;
     BalanceController.balance      += -Balance;
     buttonParent.armySize          += army;
     buttonParent.Update_Citystats();
 }
コード例 #2
0
    /* De 2 collision gameobjects kunnen hier niet, want dan als een 3e partij collide dan worden ze geupdate hier en klopt het gevecht niet meer.
     *
     */

    void OnTriggerEnter(Collider collision)

    // When an other prefab army is hit they collide, based on wether it is an enemy or ally it responds accordingly.
    {
        if (collision.gameObject.CompareTag("Town"))
        {
            ArmyStats myArmyStats = transform.GetComponent <ArmyStats>();
            CityStats cityStats   = collision.GetComponent <CityStats>();

            if (myArmyStats.playerNumber == cityStats.playerNumber && !myArmyStats.justSpawned) // Own city collision
            {
                cityStats.armySize += myArmyStats.armySize;
                cityStats.Update_Citystats();
                Destroy(myArmyStats.gameObject);
            }
            else // TODO enemy city collision
            {
            }
        }
        else if (collision.gameObject.CompareTag("Army")) // Collision between armies
        {
            ArmyStats myArmyStats    = transform.GetComponent <ArmyStats>();
            ArmyStats enemyArmyStats = collision.GetComponent <ArmyStats>();

            if (enemyArmyStats.playerNumber == myArmyStats.playerNumber) // Own Team collision
            {
                // spawnNumber < spawnNumber is so that the collision only gets done once, because this method is being invoked on both objects
                if (enemyArmyStats.spawnNumber < myArmyStats.spawnNumber && !myArmyStats.inBattle && !enemyArmyStats.inBattle)
                {
                    OwnTeamCollision(collision);
                }

                else if (!enemyArmyStats.inBattle && myArmyStats.inBattle) // If one of the 2 is in battle
                {
                    myArmyStats.armySize += enemyArmyStats.armySize;
                    Destroy(enemyArmyStats.gameObject);
                }
            }
            else // Enemy Team collision
            {
                if (enemyArmyStats.spawnNumber < myArmyStats.spawnNumber && !myArmyStats.inBattle && !enemyArmyStats.inBattle)
                {
                    EnemyTeamCollision(collision);
                }

                else if (!enemyArmyStats.inBattle && myArmyStats.inBattle)
                {
                    myArmyStats.inBattleWith.GetComponent <ArmyStats>().armySize += enemyArmyStats.armySize;
                    Destroy(enemyArmyStats.gameObject);
                }
            }
        }
    }
コード例 #3
0
    IEnumerator InstantiateArmy(CityStats buttonParent) // Instantiates an army
    {
        bool    playerClicked       = false;            // Only instantiate when a player clickes to move it immediately
        Vector3 playerClickedTarget = Vector3.zero;
        float   armysize            = buttonParent.armySize;

        buttonParent.armySize = 0; // The city where the army spawned from now has 0 armies
        buttonParent.Update_Citystats();

        while (!playerClicked) // Waits untill the player clicks before instantiating unit
        {
            RaycastHit hit;
            Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);

            if (Physics.Raycast(ray, out hit))
            {
                if (Input.GetMouseButtonDown(1))
                {
                    playerClicked       = true;
                    playerClickedTarget = new Vector3(hit.point.x, 0f, hit.point.z);
                }
            }
            yield return(null);
        }
        // Make a new army
        GameObject newArmy = Instantiate(army, buttonParent.transform.position, Quaternion.identity);

        ArmyStats newArmyStats = newArmy.GetComponent <ArmyStats>();

        newArmyStats.justSpawned  = true;                                  // So that it doesnt collide with the town immediately, used in Collide armies to not collide with a town
        newArmy.transform.parent  = GameObject.Find("_Dynamic").transform; // Becomes a dynamic object
        newArmyStats.armySize     = armysize;
        newArmyStats.isSelected   = true;                                  // The army spawned is selected
        newArmyStats.spawnNumber  = StaticLibrary.spawnArmyCounter;
        newArmyStats.playerNumber = buttonParent.playerNumber;

        newArmy.GetComponent <MoveArmies>().target = playerClickedTarget;
        newArmy.GetComponent <MoveArmies>().StartRoutine();

        StaticLibrary.DeselectTown();
        StaticLibrary.spawnArmyCounter++;

        playerClicked = false;
        yield return(new WaitForSeconds(0.5f)); // So that it doesnt collide with the town immediately

        newArmyStats.justSpawned = false;
    }