コード例 #1
0
        //last initialization method for factions: extra buildings and NPC managers init.
        private void InitFactions()
        {
            //no factions?
            if (Factions.Count == 0)
            {
                return; //do not proceed.
            }
            //go through the factions.
            for (int i = 0; i < Factions.Count; i++)
            {
                //Depending on the faction type, add extra units/buildings (if there's actually any) to be created for each faction:
                if (Factions[i].playerControlled == true)                  //if this faction is player controlled:
                {
                    if (Factions[i].TypeInfo != null)                      //if this faction has a valid type.
                    {
                        if (Factions[i].TypeInfo.extraBuildings.Count > 0) //if the faction type has extra buildings:
                        {
                            foreach (Building b in Factions[i].TypeInfo.extraBuildings)
                            {
                                BuildingMgr.AllBuildings.Add(b); //add the extra buildings so that this faction can use them.
                            }
                        }
                    }
                }
                else if (Factions[i].IsNPCFaction() == true) //if this is not controlled by the local player but rather NPC.
                {
                    //Init the NPC Faction manager:
                    Factions[i].InitNPCMgr();
                }

                if (Factions[i].TypeInfo != null) //if this faction has a valid type.
                {
                    Factions[i].FactionMgr.Limits.Clear();
                    //copy the faction type limits in the faction manager:
                    foreach (FactionTypeInfo.FactionLimitsVars LimitElem in Factions[i].TypeInfo.Limits)
                    {
                        FactionTypeInfo.FactionLimitsVars newLimitElem = new FactionTypeInfo.FactionLimitsVars()
                        {
                            Code          = LimitElem.Code,
                            MaxAmount     = LimitElem.MaxAmount,
                            CurrentAmount = 0
                        };

                        Factions[i].FactionMgr.Limits.Add(newLimitElem);
                    }
                }
            }
        }
コード例 #2
0
ファイル: FactionTypeInfoEditor.cs プロジェクト: RTS-Game/RTS
    void FactionSettings()
    {
        Target.Name = EditorGUILayout.TextField("Name", Target.Name);
        Target.Code = EditorGUILayout.TextField("Code", Target.Code);

        EditorGUILayout.Space();

        Target.CapitalBuilding    = EditorGUILayout.ObjectField("Capital Building", Target.CapitalBuilding, typeof(Building), true) as Building;
        Target.BuildingCenter     = EditorGUILayout.ObjectField("Building Center", Target.BuildingCenter, typeof(Building), true) as Building;
        Target.PopulationBuilding = EditorGUILayout.ObjectField("Population Building", Target.PopulationBuilding, typeof(Building), true) as Building;
        Target.DropOffBuilding    = EditorGUILayout.ObjectField("Drop Off Building", Target.DropOffBuilding, typeof(Building), true) as Building;

        EditorGUILayout.Space();

        GUILayout.BeginHorizontal();
        EditorGUILayout.LabelField("Extra Buildings");
        EditorGUILayout.Space();
        if (GUILayout.Button("+", SmallButtonLayout))
        {
            Target.ExtraBuildings.Add(null);
        }
        GUILayout.EndHorizontal();

        EditorGUILayout.Space();

        if (Target.ExtraBuildings.Count > 0)
        {
            for (int i = 0; i < Target.ExtraBuildings.Count; i++)
            {
                GUILayout.BeginHorizontal();
                Target.ExtraBuildings[i] = EditorGUILayout.ObjectField(Target.ExtraBuildings[i], typeof(Building), false) as Building;
                if (GUILayout.Button("-", SmallButtonLayout))
                {
                    Target.ExtraBuildings.Remove(Target.ExtraBuildings[i]);
                }
                GUILayout.EndHorizontal();
            }
        }
        else
        {
            EditorGUILayout.HelpBox("No extra buildings defined for this faction type", MessageType.Warning);
        }

        EditorGUILayout.Space();

        GUILayout.BeginHorizontal();
        EditorGUILayout.LabelField("Limits");
        EditorGUILayout.Space();
        if (GUILayout.Button("+", SmallButtonLayout))
        {
            FactionTypeInfo.FactionLimitsVars NewLimitElement = new FactionTypeInfo.FactionLimitsVars();

            Target.Limits.Add(NewLimitElement);
        }
        GUILayout.EndHorizontal();

        EditorGUILayout.Space();

        if (Target.Limits.Count > 0)
        {
            for (int i = 0; i < Target.Limits.Count; i++)
            {
                GUILayout.BeginHorizontal();

                GUILayout.BeginVertical();
                Target.Limits[i].Code      = EditorGUILayout.TextField("Code", Target.Limits[i].Code);
                Target.Limits[i].MaxAmount = EditorGUILayout.IntField("Max Amount", Target.Limits[i].MaxAmount);
                GUILayout.EndVertical();

                if (GUILayout.Button("-", SmallButtonLayout))
                {
                    Target.Limits.Remove(Target.Limits[i]);
                }
                GUILayout.EndHorizontal();

                EditorGUILayout.Space();
            }
        }
        else
        {
            EditorGUILayout.HelpBox("No building/unit limits defined for this faction type", MessageType.Warning);
        }
    }
コード例 #3
0
ファイル: GameManager.cs プロジェクト: RTS-Game/RTS
        void Start()
        {
            /*because the building's main compoment is a network behaviour. The building centers, already present in the scene when it loads, will be disabled in an offline
             * game because their NetworkIdentity components can not connect to a server. Therefore, we need to enable under "Start ()".
             * */
            if (Factions.Count > 0)
            {
                for (int i = 0; i < Factions.Count; i++)
                {
                    if (Factions[i].CapitalBuilding != null)
                    {
                        Factions[i].CapitalBuilding.gameObject.SetActive(true);
                    }

                    if (Factions[i].TypeInfo != null)
                    { //if this is a valid faction
                        //Depending on the faction type, add extra units/buildings (if there's actually any) to be created for each faction:
                        if (MultiplayerGame == false || (MultiplayerGame == true && PlayerFactionID == i))
                        {
                            if (Factions[i].PlayerControl == true)
                            {                                                                                     //if this faction is player controlled:
                                if (Factions[i].TypeInfo.ExtraBuildings.Count > 0)
                                {                                                                                 //if the faction type has extra buildings:
                                    for (int j = 0; j < Factions[i].TypeInfo.ExtraBuildings.Count; j++)
                                    {                                                                             //go through them:
                                        if (Factions[i].TypeInfo.ExtraBuildings[j] != null)                       //only if there's an assigned building.
                                        {
                                            BuildingMgr.AllBuildings.Add(Factions[i].TypeInfo.ExtraBuildings[j]); //add the extra buildings so that this faction can use them.
                                        }
                                    }
                                }
                            }
                            else
                            {                                                                                                      //NPC players.
                                if (Factions[i].TypeInfo.ExtraBuildings.Count > 0)
                                {                                                                                                  //if the faction type has extra buildings:
                                    Factions[i].FactionMgr.BuildingMgr.AllBuildings.AddRange(Factions[i].TypeInfo.ExtraBuildings); //add the extra buildings so that this faction can use them.
                                }

                                //special buildings for NPC factions:
                                if (Factions[i].TypeInfo.BuildingCenter != null)
                                {
                                    Factions[i].FactionMgr.BuildingMgr.BuildingCenter = Factions[i].TypeInfo.BuildingCenter;
                                }
                                if (Factions[i].TypeInfo.DropOffBuilding != null)
                                {
                                    Factions[i].FactionMgr.BuildingMgr.DropOffBuilding = Factions[i].TypeInfo.DropOffBuilding;
                                }
                                if (Factions[i].TypeInfo.PopulationBuilding != null)
                                {
                                    Factions[i].FactionMgr.BuildingMgr.PopulationBuilding = Factions[i].TypeInfo.PopulationBuilding;
                                }
                            }

                            Factions[i].FactionMgr.Limits.Clear();
                            //set the faction type limits in the faction manager:
                            foreach (FactionTypeInfo.FactionLimitsVars LimitElem in Factions[i].TypeInfo.Limits)
                            {
                                FactionTypeInfo.FactionLimitsVars CopyLimitElem = new FactionTypeInfo.FactionLimitsVars();
                                CopyLimitElem.Code          = LimitElem.Code;
                                CopyLimitElem.MaxAmount     = LimitElem.MaxAmount;
                                CopyLimitElem.CurrentAmount = 0;

                                Factions[i].FactionMgr.Limits.Add(CopyLimitElem);
                            }
                        }
                    }
                }
            }


            //if it's not a MP game:
            if (MultiplayerGame == false)
            {
                //Set the player's initial cam position (looking at the faction's capital building):
                CamMov.LookAt(Factions[PlayerFactionID].CapitalBuilding.transform.position);
                CamMov.SetMiniMapCursorPos(Factions[PlayerFactionID].CapitalBuilding.transform.position);
            }
        }