void Click() { if (Input.GetMouseButtonDown(0)) { RaycastHit hit; Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit)) { if (hit.collider.tag != "you" && hit.collider.tag != "me" && hit.collider.tag != "him") { counter = 0; Debug.Log("not here"); } //if (counter == 1){ // Debug.Log ("now " + stored_tag); // stored_tag = hit.collider.tag; //} else if (counter == 0 && hit.collider.tag == "him") { counter = 0; } else { //stored_tag = hit.collider.tag; Debug.Log("here"); counter += 1; if (counter == 1) { startFort = hit.collider.gameObject; stored_tag = hit.collider.tag; } if (counter >= 2 && hit.collider.gameObject != startFort) { //if (hit.collider.gameObject == startFort) { // counter = 0; //} //counter = 0; desFort = hit.collider.gameObject; spawn(startFort, desFort); FortController fort = startFort.GetComponent <FortController> (); number = fort.numberOfSoldiers; counter = 0; } } } } }
void spawn(GameObject from, GameObject to) { FortController start = from.GetComponent <FortController> (); FortController end = to.GetComponent <FortController> (); if (end.reportDes() == start.spawnpoint1.name) { if (stored_tag == "me") { clone = Instantiate(gabby, start.spawnpoint1.transform.position, start.spawnpoint1.transform.rotation); clone.SetActive(true); } else { clone = Instantiate(badgabby, start.spawnpoint1.transform.position, start.spawnpoint1.transform.rotation); clone.SetActive(true); } } else if (end.reportDes() == start.spawnpoint2.name) { if (stored_tag == "me") { clone = Instantiate(gabby, start.spawnpoint2.transform.position, start.spawnpoint2.transform.rotation); clone.SetActive(true); } else { clone = Instantiate(badgabby, start.spawnpoint2.transform.position, start.spawnpoint2.transform.rotation); clone.SetActive(true); } } else if (end.reportDes() == start.spawnpoint3.name) { if (stored_tag == "me") { clone = Instantiate(gabby, start.spawnpoint3.transform.position, start.spawnpoint3.transform.rotation); clone.SetActive(true); } else { clone = Instantiate(badgabby, start.spawnpoint3.transform.position, start.spawnpoint3.transform.rotation); clone.SetActive(true); } } }
public void InitCurrentLevel(int level) { ClearLevel(); CurrentGameLevel = level; DefenderSetting defenderSetting = Resources.Load <DefenderSetting>("DefenderSetting"); DefenderViewFactory defenderViewFactory = new DefenderViewFactory(defSpawnPoints); DefenderViewUi[] defenderViewUiList = FindObjectsOfType <DefenderViewUi>(); FortView fortView = FindObjectOfType <FortView>(); fortView.OnKill += OnKillEnemy; for (int i = 0; i < defenderViewFactory.Views.Count; i++) { objectsToClear.Add(defenderViewFactory.Views[i].gameObject); defenderControllers.Add(new DefenderController(defenderViewFactory.Views[i], new DefenderModel(defenderSetting), defenderViewUiList[i])); defenderViewFactory.Views[i].OnKill += OnKillEnemy; } EnemySetting enemySettings = Resources.Load <EnemySetting>("EnemySetting"); EnemyViewFactory EnemyViewFactory = new EnemyViewFactory(LevelModels[CurrentGameLevel].EnemiesOnLevelCount, enemySpot); LevelModels[CurrentGameLevel].InitCurrentLevel(enemySettings.ExpForKill, LevelClearedGameOver); if (fortController != null) { fortController.Init(FindObjectOfType <FortView>(), FindObjectOfType <FortViewUi>(), LevelModels[CurrentGameLevel]); } else { FortController.OnFortDestroyed += LevelLossGameOver; fortController = new FortController(fortView, FindObjectOfType <FortViewUi>(), LevelModels[CurrentGameLevel]); } foreach (var view in EnemyViewFactory.Views) { objectsToClear.Add(view.gameObject); EnemyController enemyController = new EnemyController(view, new EnemyModel(enemySettings)); foreach (var defender in defenderControllers) { enemyController.OnDie += defender.OnTargetDieHandler; } enemyControllers.Add(enemyController); } }
// Use this for initialization void Start() { Ccount = 0; Instance = this; client = FindObjectOfType <Client>(); isLeft = client.ishost; if (isLeft) { FortController castle2 = GameObject.Find("fort2").GetComponent <FortController>(); castle2.isWhite = true; } else { FortController castle6 = GameObject.Find("fort8").GetComponent <FortController>(); castle6.isWhite = false; } Debug.Log(client.ishost.ToString() + isLeft.ToString()); }
public void Daoju() { RaycastHit hit; if (Input.GetMouseButtonDown(0)) { Ray ray = camera.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit)) { FortController fort1 = hit.collider.gameObject.GetComponent <FortController> (); if (Ccount == 1 && isLeft && fort1.isWhite) { Debug.Log("ive been here"); FortController DaojuFort = hit.collider.gameObject.GetComponent <FortController> (); //DaojuFort.Accelerating (DaojuFort.gameObject,2); Prsudo_Time = 15; Ccount = 0; string msg = "CCAS|"; msg += DaojuFort.gameObject.name.ToString() + "|"; //Debug.Log (DaojuFort.gameObject.name.ToString()); msg += "2"; client.Send(msg); } else if (Ccount == 1 && !isLeft && !fort1.isWhite) { Debug.Log("have you been here?"); FortController DaojuFort = hit.collider.gameObject.GetComponent <FortController> (); //DaojuFort.Accelerating (DaojuFort.gameObject,2); Prsudo_Time = 15; Ccount = 0; string msg = "CCAS|"; msg += DaojuFort.gameObject.name.ToString() + "|"; //Debug.Log (DaojuFort.gameObject.name.ToString()); msg += "2"; client.Send(msg); } } } }
public void InitializeNation(NationBlueprint nation) { mNation = nation; Vector2 fortDimensions = FortPrefab.GetComponent <RectTransform>().rect.size + Vector2.one * 40f; // padding Vector2 nationSize = fortDimensions * nation.NationSize; Vector2 currentSize = GetComponent <RectTransform>().rect.size; float scaleX = currentSize.x / nationSize.x; float scaleY = currentSize.y / nationSize.y; float scaleFactor = Mathf.Min(scaleX, scaleY, 1); fortDimensions *= scaleFactor; // create a fortController for each fort foreach (Fortification fort in nation.Fortifications) { FortController script = script = Instantiate(FortPrefab, transform); Vector2 positionInNation = fort.PositionInNation(nation.NationSize); script.transform.localScale = new Vector3(scaleFactor, scaleFactor, 1); script.transform.localPosition = new Vector2(positionInNation.x * fortDimensions.x, positionInNation.y * fortDimensions.y); script.Initialize(fort.Defense, fort.FortificationId, fort.FortificationLevel); mFortLookup.Add(fort.FortificationId, script); } }
void Click() { if (Input.GetMouseButtonDown(0)) { RaycastHit hit; Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit)) { if (hit.collider.tag != "you" && hit.collider.tag != "me" && hit.collider.tag != "him") { counter = 0; // Debug.Log ("not here"); } //if (counter == 1){ // Debug.Log ("now " + stored_tag); // stored_tag = hit.collider.tag; //} else if (counter == 0 && hit.collider.tag == "him") { counter = 0; } else { //stored_tag = hit.collider.tag; // Debug.Log("here"); counter += 1; if (counter == 1) { startFort = hit.collider.gameObject; stored_tag = hit.collider.tag; FortController fort = hit.collider.gameObject.GetComponent <FortController> (); Debug.Log(fort.numberOfSoldiers); } if (counter >= 2 && hit.collider.gameObject != startFort) { FortController fort = startFort.GetComponent <FortController> (); if (fort.Flyable) { //Debug.Log ("hello"); desFort = hit.collider.gameObject; Vector3 direction = (desFort.transform.position - fort.transform.position).normalized; clone = Instantiate(flyGabby, fort.spawnpoint1.transform.position, Quaternion.identity); clone.SetActive(true); number = fort.numberOfSoldiers / 3; fort.numberOfSoldiers -= number; counter = 0; } else { desFort = hit.collider.gameObject; spawn(startFort, desFort); number = fort.numberOfSoldiers / 3; fort.numberOfSoldiers -= number; counter = 0; } } } } } }
private void OnInComingData(string data) { // read messages from the server Debug.Log("Client: " + data); string[] aData = data.Split('|'); switch (aData[0]) { case "SWHO": for (int i = 1; i < aData.Length - 1; i++) { UserConnected(aData[i], false); } Send("CWHO|" + clientName + "|" + ((ishost)?1:0).ToString()); break; case "SCNN": UserConnected(aData[1], false); break; case "SMOV": Controller.Instance.spawn(GameObject.Find(aData[1]), GameObject.Find(aData[2]), int.Parse(aData[3])); break; case "SCAS": Debug.Log(aData [1]); Debug.Log(float.Parse(aData [2])); //FortController.Instance.Accelerating (GameObject.Find (aData [1]), float.Parse (aData [2])); GameObject g = GameObject.Find(aData [1]); FortController f = g.GetComponent <FortController>(); f.Accelerating(float.Parse(aData [2])); break; case "WLP": if (aData [1] == "white") { Controller.Instance.whiteWin++; Debug.Log(Controller.Instance.whiteWin); Debug.Log(Controller.Instance.blackWin); } else { Controller.Instance.blackWin++; Debug.Log(Controller.Instance.whiteWin); Debug.Log(Controller.Instance.blackWin); } break; case "WLM": if (aData [1] == "white") { Controller.Instance.whiteWin--; Debug.Log(Controller.Instance.whiteWin); Debug.Log(Controller.Instance.blackWin); } else { Controller.Instance.blackWin--; Debug.Log(Controller.Instance.whiteWin); Debug.Log(Controller.Instance.blackWin); } break; } }
void Click() { if (Input.GetMouseButtonDown(0)) { RaycastHit hit; Ray ray = camera.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit)) { FortController fort1 = hit.collider.gameObject.GetComponent <FortController>(); if (hit.collider.tag != "fort") { counter = 0; } else if (counter == 0 && fort1.isZhongli) { counter = 0; } else { if (counter == 0 && isLeft && fort1.isWhite) { counter += 1; startFort = hit.collider.gameObject; Debug.Log(fort1.numberOfSoldiers); } else if (counter == 0 && !isLeft && !fort1.isWhite) { counter += 1; startFort = hit.collider.gameObject; Debug.Log(fort1.numberOfSoldiers); } else if (counter >= 1 && hit.collider.gameObject == startFort) { counter++; } if (counter >= 2 && hit.collider.gameObject != startFort) { FortController fort = startFort.GetComponent <FortController>(); if (fort.Flyable) { //Debug.Log ("hello"); if (counter >= 4) { counter = 4; } desFort = hit.collider.gameObject; Vector3 direction = (desFort.transform.position - fort.transform.position).normalized; clone = Instantiate(flyGabby, fort.spawnpoint1.transform.position, Quaternion.identity); clone.SetActive(true); number = (counter - 1) * fort.numberOfSoldiers / 3; fort.numberOfSoldiers -= number; counter = 0; } else { if (counter >= 4) { counter = 4; } desFort = hit.collider.gameObject; number = (counter - 1) * fort.numberOfSoldiers / 3; //Debug.Log("are you herer rer er er er e"); //spawn(startFort, desFort, number); if (client) { string msg = "CMOV|"; msg += startFort.name.ToString() + "|"; msg += desFort.name.ToString() + "|"; msg += number.ToString(); client.Send(msg); } //fort.numberOfSoldiers -= number; Debug.Log(fort.numberOfSoldiers); Debug.Log(number); counter = 0; } } } } Debug.Log("this is counter:" + counter); } }
public void spawn(GameObject from, GameObject to, int num) { FortController start = from.GetComponent <FortController>(); FortController end = to.GetComponent <FortController>(); desFort = to; start.numberOfSoldiers -= num; if (num >= 50) { if (end.reportDes() == start.spawnpoint1.name) { if (start.isWhite) { clone = Instantiate(gabby3, start.spawnpoint1.transform.position, start.spawnpoint1.transform.rotation); clone.SetActive(true); GabbyController cnm = clone.GetComponent <GabbyController>(); cnm.numberOfMovingSoldiers = num; cnm.GoodOrNot = true; } else { clone = Instantiate(badgabby3, start.spawnpoint1.transform.position, start.spawnpoint1.transform.rotation); clone.SetActive(true); GabbyController cnm = clone.GetComponent <GabbyController>(); cnm.numberOfMovingSoldiers = num; cnm.GoodOrNot = false; } } else if (end.reportDes() == start.spawnpoint2.name) { if (start.isWhite) { clone = Instantiate(gabby3, start.spawnpoint2.transform.position, start.spawnpoint2.transform.rotation); clone.SetActive(true); GabbyController cnm = clone.GetComponent <GabbyController>(); cnm.numberOfMovingSoldiers = num; cnm.GoodOrNot = true; } else { clone = Instantiate(badgabby3, start.spawnpoint2.transform.position, start.spawnpoint2.transform.rotation); clone.SetActive(true); GabbyController cnm = clone.GetComponent <GabbyController>(); cnm.numberOfMovingSoldiers = num; cnm.GoodOrNot = false; } } else if (end.reportDes() == start.spawnpoint3.name) { if (start.isWhite) { clone = Instantiate(gabby3, start.spawnpoint3.transform.position, start.spawnpoint3.transform.rotation); clone.SetActive(true); GabbyController cnm = clone.GetComponent <GabbyController>(); cnm.numberOfMovingSoldiers = num; cnm.GoodOrNot = true; } else { clone = Instantiate(badgabby3, start.spawnpoint3.transform.position, start.spawnpoint3.transform.rotation); clone.SetActive(true); GabbyController cnm = clone.GetComponent <GabbyController>(); cnm.numberOfMovingSoldiers = num; cnm.GoodOrNot = false; } } else if (end.reportDes() == start.spawnpoint4.name) { if (start.isWhite) { clone = Instantiate(gabby3, start.spawnpoint4.transform.position, start.spawnpoint4.transform.rotation); clone.SetActive(true); GabbyController cnm = clone.GetComponent <GabbyController>(); cnm.numberOfMovingSoldiers = num; cnm.GoodOrNot = true; } else { clone = Instantiate(badgabby3, start.spawnpoint4.transform.position, start.spawnpoint4.transform.rotation); clone.SetActive(true); GabbyController cnm = clone.GetComponent <GabbyController>(); cnm.numberOfMovingSoldiers = num; cnm.GoodOrNot = false; } } else if (end.reportDes() == start.spawnpoint5.name) { if (start.isWhite) { clone = Instantiate(gabby3, start.spawnpoint5.transform.position, start.spawnpoint5.transform.rotation); clone.SetActive(true); GabbyController cnm = clone.GetComponent <GabbyController>(); cnm.numberOfMovingSoldiers = num; cnm.GoodOrNot = true; } else { clone = Instantiate(badgabby3, start.spawnpoint5.transform.position, start.spawnpoint5.transform.rotation); clone.SetActive(true); GabbyController cnm = clone.GetComponent <GabbyController>(); cnm.numberOfMovingSoldiers = num; cnm.GoodOrNot = false; } } else if (end.reportDes() == start.spawnpoint6.name) { if (start.isWhite) { clone = Instantiate(gabby3, start.spawnpoint6.transform.position, start.spawnpoint6.transform.rotation); clone.SetActive(true); GabbyController cnm = clone.GetComponent <GabbyController>(); cnm.numberOfMovingSoldiers = num; cnm.GoodOrNot = true; } else { clone = Instantiate(badgabby3, start.spawnpoint6.transform.position, start.spawnpoint6.transform.rotation); clone.SetActive(true); GabbyController cnm = clone.GetComponent <GabbyController>(); cnm.numberOfMovingSoldiers = num; cnm.GoodOrNot = false; } } } else if (num >= 30) { if (end.reportDes() == start.spawnpoint1.name) { if (start.isWhite) { clone = Instantiate(gabby2, start.spawnpoint1.transform.position, start.spawnpoint1.transform.rotation); clone.SetActive(true); GabbyController cnm = clone.GetComponent <GabbyController>(); cnm.numberOfMovingSoldiers = num; cnm.GoodOrNot = true; } else { clone = Instantiate(badgabby2, start.spawnpoint1.transform.position, start.spawnpoint1.transform.rotation); clone.SetActive(true); GabbyController cnm = clone.GetComponent <GabbyController>(); cnm.numberOfMovingSoldiers = num; cnm.GoodOrNot = false; } } else if (end.reportDes() == start.spawnpoint2.name) { if (start.isWhite) { clone = Instantiate(gabby2, start.spawnpoint2.transform.position, start.spawnpoint2.transform.rotation); clone.SetActive(true); GabbyController cnm = clone.GetComponent <GabbyController>(); cnm.numberOfMovingSoldiers = num; cnm.GoodOrNot = true; } else { clone = Instantiate(badgabby2, start.spawnpoint2.transform.position, start.spawnpoint2.transform.rotation); clone.SetActive(true); GabbyController cnm = clone.GetComponent <GabbyController>(); cnm.numberOfMovingSoldiers = num; cnm.GoodOrNot = false; } } else if (end.reportDes() == start.spawnpoint3.name) { if (start.isWhite) { clone = Instantiate(gabby2, start.spawnpoint3.transform.position, start.spawnpoint3.transform.rotation); clone.SetActive(true); GabbyController cnm = clone.GetComponent <GabbyController>(); cnm.numberOfMovingSoldiers = num; cnm.GoodOrNot = true; } else { clone = Instantiate(badgabby2, start.spawnpoint3.transform.position, start.spawnpoint3.transform.rotation); clone.SetActive(true); GabbyController cnm = clone.GetComponent <GabbyController>(); cnm.numberOfMovingSoldiers = num; cnm.GoodOrNot = false; } } else if (end.reportDes() == start.spawnpoint4.name) { if (start.isWhite) { clone = Instantiate(gabby2, start.spawnpoint4.transform.position, start.spawnpoint4.transform.rotation); clone.SetActive(true); GabbyController cnm = clone.GetComponent <GabbyController>(); cnm.numberOfMovingSoldiers = num; cnm.GoodOrNot = true; } else { clone = Instantiate(badgabby2, start.spawnpoint4.transform.position, start.spawnpoint4.transform.rotation); clone.SetActive(true); GabbyController cnm = clone.GetComponent <GabbyController>(); cnm.numberOfMovingSoldiers = num; cnm.GoodOrNot = false; } } else if (end.reportDes() == start.spawnpoint5.name) { if (start.isWhite) { clone = Instantiate(gabby2, start.spawnpoint5.transform.position, start.spawnpoint5.transform.rotation); clone.SetActive(true); GabbyController cnm = clone.GetComponent <GabbyController>(); cnm.numberOfMovingSoldiers = num; cnm.GoodOrNot = true; } else { clone = Instantiate(badgabby2, start.spawnpoint5.transform.position, start.spawnpoint5.transform.rotation); clone.SetActive(true); GabbyController cnm = clone.GetComponent <GabbyController>(); cnm.numberOfMovingSoldiers = num; cnm.GoodOrNot = false; } } else if (end.reportDes() == start.spawnpoint6.name) { if (start.isWhite) { clone = Instantiate(gabby2, start.spawnpoint6.transform.position, start.spawnpoint6.transform.rotation); clone.SetActive(true); GabbyController cnm = clone.GetComponent <GabbyController>(); cnm.numberOfMovingSoldiers = num; cnm.GoodOrNot = true; } else { clone = Instantiate(badgabby2, start.spawnpoint6.transform.position, start.spawnpoint6.transform.rotation); clone.SetActive(true); GabbyController cnm = clone.GetComponent <GabbyController>(); cnm.numberOfMovingSoldiers = num; cnm.GoodOrNot = false; } } } else if (num >= 0) { if (end.reportDes() == start.spawnpoint1.name) { if (start.isWhite) { clone = Instantiate(gabby, start.spawnpoint1.transform.position, start.spawnpoint1.transform.rotation); clone.SetActive(true); GabbyController cnm = clone.GetComponent <GabbyController>(); cnm.numberOfMovingSoldiers = num; cnm.GoodOrNot = true; } else { clone = Instantiate(badgabby, start.spawnpoint1.transform.position, start.spawnpoint1.transform.rotation); clone.SetActive(true); GabbyController cnm = clone.GetComponent <GabbyController>(); cnm.numberOfMovingSoldiers = num; cnm.GoodOrNot = false; } } else if (end.reportDes() == start.spawnpoint2.name) { if (start.isWhite) { clone = Instantiate(gabby, start.spawnpoint2.transform.position, start.spawnpoint2.transform.rotation); clone.SetActive(true); GabbyController cnm = clone.GetComponent <GabbyController>(); cnm.numberOfMovingSoldiers = num; cnm.GoodOrNot = true; } else { clone = Instantiate(badgabby, start.spawnpoint2.transform.position, start.spawnpoint2.transform.rotation); clone.SetActive(true); GabbyController cnm = clone.GetComponent <GabbyController>(); cnm.numberOfMovingSoldiers = num; cnm.GoodOrNot = false; } } else if (end.reportDes() == start.spawnpoint3.name) { if (start.isWhite) { clone = Instantiate(gabby, start.spawnpoint3.transform.position, start.spawnpoint3.transform.rotation); clone.SetActive(true); GabbyController cnm = clone.GetComponent <GabbyController>(); cnm.numberOfMovingSoldiers = num; cnm.GoodOrNot = true; } else { clone = Instantiate(badgabby, start.spawnpoint3.transform.position, start.spawnpoint3.transform.rotation); clone.SetActive(true); GabbyController cnm = clone.GetComponent <GabbyController>(); cnm.numberOfMovingSoldiers = num; cnm.GoodOrNot = false; } } else if (end.reportDes() == start.spawnpoint4.name) { if (start.isWhite) { clone = Instantiate(gabby, start.spawnpoint4.transform.position, start.spawnpoint4.transform.rotation); clone.SetActive(true); GabbyController cnm = clone.GetComponent <GabbyController>(); cnm.numberOfMovingSoldiers = num; cnm.GoodOrNot = true; } else { clone = Instantiate(badgabby, start.spawnpoint4.transform.position, start.spawnpoint4.transform.rotation); clone.SetActive(true); GabbyController cnm = clone.GetComponent <GabbyController>(); cnm.numberOfMovingSoldiers = num; cnm.GoodOrNot = false; } } else if (end.reportDes() == start.spawnpoint5.name) { if (start.isWhite) { clone = Instantiate(gabby, start.spawnpoint5.transform.position, start.spawnpoint5.transform.rotation); clone.SetActive(true); GabbyController cnm = clone.GetComponent <GabbyController>(); cnm.numberOfMovingSoldiers = num; cnm.GoodOrNot = true; } else { clone = Instantiate(badgabby, start.spawnpoint5.transform.position, start.spawnpoint5.transform.rotation); clone.SetActive(true); GabbyController cnm = clone.GetComponent <GabbyController>(); cnm.numberOfMovingSoldiers = num; cnm.GoodOrNot = false; } } else if (end.reportDes() == start.spawnpoint6.name) { if (start.isWhite) { clone = Instantiate(gabby, start.spawnpoint6.transform.position, start.spawnpoint6.transform.rotation); clone.SetActive(true); GabbyController cnm = clone.GetComponent <GabbyController>(); cnm.numberOfMovingSoldiers = num; cnm.GoodOrNot = true; } else { clone = Instantiate(badgabby, start.spawnpoint6.transform.position, start.spawnpoint6.transform.rotation); clone.SetActive(true); GabbyController cnm = clone.GetComponent <GabbyController>(); cnm.numberOfMovingSoldiers = num; cnm.GoodOrNot = false; } } } }