public void CreateBuildings(int r, int fb) { for (int i = 0; i < r; i++) { { if (Position.x == rnd.Next(1, 40) || (Position.z == rnd.Next(1, 40))) { Position.x = rnd.Next(1, 40); Position.z = rnd.Next(1, 40); Resources1.transform.position = Position; } else { Position.x = rnd.Next(1, 40); Position.z = rnd.Next(1, 40); Resources1.transform.position = Position; } } Resource_Buildings r1 = new Resource_Buildings(Resources1, "Resources1" + Convert.ToString(i), 100, 0, 10, 100); building.Add(r1);//Calls list buildings if (Position.x == rnd.Next(1, 40) || (Position.z == rnd.Next(1, 40))) { Position.x = rnd.Next(1, 40); Position.z = rnd.Next(1, 40); Resources2.transfom.position = Position; } else { Position.x = rnd.Next(1, 40); Position.z = rnd.Next(1, 40); Resources2.transform.position = Position; } Resource_Buildings r2 = new Resources(Resources2, "Resource 2" + Convert.ToString(i), 100, 1, 10, 1000); building.Add(r2); } for (int k = 0; k < fb; k++) { { Position.x = rnd.Next(1, 40); Position.z = rnd.Next(1, 40); Factory1.transform.position = Position; } Factory_Buildings f1 = new Factory_Buildings(Factory1, "Factory 1", Convert.ToString(k), 100, 0); { Position.x = rnd.Next(1, 40); Position.z = rnd.Next(1, 40); Factory2.transform.position = Position; } building.Add(f1); Factory_Buildings f2 = new Factory_Buildings(Factory2, "Factory 2", Convert.ToString(k), 100, 1); building.Add(f2); } }
private void ShowBuildings() { foreach (Buildings b in building) { if (b is Resource_Buildings) { Resource_Buildings r = (Resource_Buildings)b; Instantiate(r.GameObject, r.GameObject.transform.position, Quaternion.identity); } else if (b is Factory_Buildings) { Factory_Buildings fb = (Factory_Buildings)b; Instantiate(fb.GameObject, fb.GameObject.transform.position, Quaternion.identity); } } Vector3 temp = new Vector3(0f, 1f, 0f); for (int i = 0; i <= 60; i++) { { temp.x = i; Instantiate(Obstruction, temp, Quaternion.identity); } } for (int k = 0; k <= 60; k++) { { temp.z = k; Instantiate(Obstruction, temp, Quaternion.identity); } } for (int l = 0; l <= 60; l--) { { temp.x = l; Instantiate(Obstruction, temp, Quaternion.identity); } } for (int p = 0; p <= 60; p--) { { temp.x = p; Instantiate(Obstruction, temp, Quaternion.identity); } } }
public void CreateUnits() { Vector3 pos = new Vector3(); foreach (Buildings b in building) { if (((((resourcesMade - mCost) >= 0) || (resourcesMade - rCost) >= 0) || (resourcesMade - wCost) >= 0) && (rnd.Next(0, 3) == 0)) { Resource_Buildings r = (Resource_Buildings)b; if (r.Team == 0) { foreach (Buildings b1 in building) { if (b1 is Factory_Buildings) { Factory_Buildings fb = (Factory_Buildings)b1; if (fb.Team == 0) { Position = fb.GameObject.transform.position; Position.x += rnd.Next(1, 30); Position.z += rnd.Next(1, 30); Melee_Units1.transform.position = pos; MeleeUnits mu = new MeleeUnits(Melee_Units1, "Ranged1", 20, 15, 5, 1, 0); mu.Name += mu.count; unit.Add(mu); } } } } } else if (r.Team == 1) { foreach (Buildings b1 in building) { if (b1 is Factory_Buildings) { Factory_Buildings fb = (Factory_Buildings)b1; if (fb.Team == 0) { Position = fb.GameObject.transform.position; Position.x += rnd.Next(1, 40); Position.z += rnd.Next(1, 40); Melee_Units2.transform.position = pos; MeleeUnits mu = new MeleeUnits("Melee 2", 30, 10, 1, 1, 1, Melee_Units2); mu.Name += mu.count; unit.Add(mu); } } } } else if (((((resourcesMade - mCost) >= 0) || (resourcesMade - rCost) >= 0) || (resourcesMade - wCost) >= 0) && (rnd.Next(0, 3) == 1)) { Resource_Buildings r = (Resource_Buildings)b; if (r.Team == 0) { foreach (Buildings b1 in building) { if (b1 is Factory_Buildings) { Factory_Buildings fb = (Factory_Buildings)b1; if (fb.Team == 0) { pos = fb.GameObject.transform.position; Position.x += rnd.Next(1, 40); Position.z += rnd.Next(1, 40); Ranged_Units1.transform.position = pos; Ranged_Units ru = new Ranged_Units(Ranged_Units1, "Ranged 1 ", 40, 15, 5, 1, 1); ru.Name += ru.count; unit.Add(ru); } } } } else if (r.Team == 1) { foreach (Buildings b1 in building) { if (b is Factory_Buildings) { Factory_Buildings f = (Factory_Buildings)b; if (f.Team == 0) { pos = f.GameObject.transform.position; Position.x += rnd.Next(1, 40); Position.z += rnd.Next(1, 40); Ranged_Units2.transform.position = pos; Ranged_Units ru = new Ranged_Units(Ranged_Units2, "Ranged 2 ", 40, 15, 5, 1, 1); ru.Name += ru.count; unit.Add(ru); } } } } } else if (((((resourcesMade - mCost) >= 0) || (resourcesMade - rCost) >= 0) || (resourcesMade - wCost) >= 0) && (rnd.Next(0, 3) == 2)) { Resource_Buildings r = (Resource_Buildings)b; if (r.Team == 0) { foreach (Buildings b1 in building) { if (b is Factory_Buildings) { Factory_Buildings f = (Factory_Buildings)b; if (f.Team == 0) { pos = f.GameObject.transform.position; Position.x += rnd.Next(1, 30); Position.z += rnd.Next(1, 40); Wizzard1.transform.position = pos; Wizard_Units wu = new Wizard_Units(Wizzard1, "Wizzard 1 ", 35, 20, 4, 1, 1); wu.Name += wu.count; unit.Add(wu); } } } } else if (r.Team == 1) { foreach (Buildings b1 in building) { if (b1 is Factory_Buildings) { Factory_Buildings fb = (Factory_Buildings)b; if (fb.Team == 0) { pos = fb.GameObject.transform.position; Position.x += rnd.Next(1, 30); Position.z += rnd.Next(1, 30); Wizzard2.transform.position = pos; Wizard_Units wu = new Wizard_Units(Wizzard2, "Wizzard 2 ", 35, 20, 4, 1, 1); wu.Name += wu.count; unit.Add(wu); } } } } } } }