コード例 #1
0
 public void ResetColors()
 {
     for (int i = 0; i < targets.Count; i++)
     {
         GameObject hextileObject   = targets[i].gameObject;
         Transform  gfx             = hextileObject.transform.Find("Main");
         Renderer   hextileRenderer = gfx.GetComponent <Renderer>();
         FloorGfx   hextileGfx      = gfx.GetComponent <FloorGfx>();
         hextileRenderer.material.color = hextileGfx.myColor;
     }
 }
コード例 #2
0
    public void Explode()
    {
        containingCity.cityTiles.Remove(this);
        containingCity.CheckDestroyed();

        GameObject hextileObject = gameObject;
        Transform  gfx           = hextileObject.transform.Find("Main");
        FloorGfx   fgfx          = gfx.GetComponent <FloorGfx>();

        fgfx.myColor = Color.red;
        Renderer hextileRenderer = gfx.GetComponent <Renderer>();

        hextileRenderer.material.color = Color.red;
    }
コード例 #3
0
    public bool PlaceCity()
    {
        bool success = false;

        if (possibleCity.Count < intendedSize)
        {
            possibleBlockedArea.Clear();
            possibleCity.Clear();
            return(success);
        }
        else
        {
            City           newCity      = new City();
            List <Hextile> newCityTiles = new List <Hextile>(possibleCity);
            newCity.cityTiles = newCityTiles;
            for (int i = 0; i < possibleCity.Count; i++)
            {
                Hextile tileScript = possibleCity[i];
                tileScript.isCity = !tileScript.isCity;
                tileScript.transform.Find("Main").GetComponent <Renderer>().material.color = Color.gray;
                tileScript.containingCity = newCity;
                tileScript.health         = 2;
                FloorGfx fgfx = tileScript.transform.Find("Main").GetComponent <FloorGfx>();
                fgfx.myColor = Color.gray;
            }
            newCity.cityEnergy = newCity.DetermineCityEnergy();
            newCity.owner      = 1;
            aiCities.Add(newCity);
            success = true;

            possibleCity.Clear();

            for (int i = 0; i < possibleBlockedArea.Count; i++)
            {
                Hextile tileScript = possibleBlockedArea[i];
                tileScript.blocked = !tileScript.blocked;
                FloorGfx fgfx = tileScript.transform.Find("Main").GetComponent <FloorGfx>();
                tileScript.transform.Find("Main").GetComponent <Renderer>().material.color = fgfx.myColor;
            }
            possibleBlockedArea.Clear();
        }

        return(success);
    }
コード例 #4
0
 public void ResetColors()
 {
     for (int i = 0; i < possibleCity.Count; i++)
     {
         GameObject hextileObject   = possibleCity[i].gameObject;
         Transform  gfx             = hextileObject.transform.Find("Main");
         Renderer   hextileRenderer = gfx.GetComponent <Renderer>();
         FloorGfx   hextileGfx      = gfx.GetComponent <FloorGfx>();
         hextileRenderer.material.color = hextileGfx.myColor;
     }
     for (int i = 0; i < possibleBlockedArea.Count; i++)
     {
         GameObject hextileObject   = possibleBlockedArea[i].gameObject;
         Transform  gfx             = hextileObject.transform.Find("Main");
         Renderer   hextileRenderer = gfx.GetComponent <Renderer>();
         FloorGfx   hextileGfx      = gfx.GetComponent <FloorGfx>();
         hextileRenderer.material.color = hextileGfx.myColor;
     }
 }
コード例 #5
0
    public void CreateCity()
    {
        if (possibleCity.Count < intendedSize)
        {
            Debug.Log("City too small!");
            return;
        }

        City           newCity      = new City();
        List <Hextile> newCityTiles = new List <Hextile>(possibleCity);

        newCity.cityTiles  = newCityTiles;
        newCity.cityEnergy = newCity.DetermineCityEnergy();
        newCity.owner      = 0;
        cH.myCities.Add(newCity);

        for (int i = 0; i < possibleCity.Count; i++)
        {
            Hextile tileScript = possibleCity[i];
            tileScript.isCity = !tileScript.isCity;
            tileScript.transform.Find("Main").GetComponent <Renderer>().material.color = Color.gray;
            tileScript.containingCity = newCity;
            tileScript.health         = 2;
            FloorGfx fgfx = tileScript.transform.Find("Main").GetComponent <FloorGfx>();
            fgfx.myColor = Color.gray;
        }


        possibleCity.Clear();

        for (int i = 0; i < possibleBlockedArea.Count; i++)
        {
            Hextile tileScript = possibleBlockedArea[i];
            tileScript.blocked = !tileScript.blocked;
            FloorGfx fgfx = tileScript.transform.Find("Main").GetComponent <FloorGfx>();
            tileScript.transform.Find("Main").GetComponent <Renderer>().material.color = fgfx.myColor;
        }
        possibleBlockedArea.Clear();

        tS.DecrementRemainingCities(intendedSize);
    }