public SoldierSpawnerCollision(int targetSoldierCost, GameObject targetSoldier, Vector3 targetSpawnDirection, Material targetMaterial, GameResources.Allegiance targetAllegience) { soldierCost = targetSoldierCost; soldier = targetSoldier; spawnDirection = targetSpawnDirection; myMaterial = targetMaterial; allegiance = targetAllegience; }
public SpawnerCollision(int targetWorkerCost, GameObject targetWorker, GameObject targetCollectionZone, Vector3 targetSpawnDirection, Material targetMaterial, GameResources.Allegiance targetAllegience) { workerCost = targetWorkerCost; worker = targetWorker; collectionZone = targetCollectionZone; spawnDirection = targetSpawnDirection; myMaterial = targetMaterial; allegiance = targetAllegience; }
public void SoldierSpawnerCollision_Rebuild(int targetSoldierCost, GameObject targetSoldier, Vector3 targetSpawnDirection, Material targetMaterial, Quaternion targetDirection, GameResources.Allegiance targetAllegience) { soldierCost = targetSoldierCost; soldier = targetSoldier; spawnDirection = targetSpawnDirection; myMaterial = targetMaterial; allegiance = targetAllegience; direction = targetDirection; }
public static bool IsAvailablePickUp(GameObject PickUp, GameResources.Allegiance allegiance) { return(openPickUpDictionary[allegiance].ContainsKey(PickUp)); /* * if (openPickUpDictionary[allegiance].ContainsKey(PickUp)) * { * return true; * } * return false; */ }
public static void CarryPickUp(GameObject PickUp, GameObject Worker, GameResources.Allegiance allegiance) { foreach (GameResources.Allegiance item in Enum.GetValues(typeof(GameResources.Allegiance))) { if (openPickUpDictionary[item][PickUp] != null) { openPickUpDictionary[item][PickUp].GetComponent <Worker>().ClearTarget(); } openPickUpDictionary[item].Remove(PickUp); //targetedPickUpDictionary[item].Remove(PickUp); } carriedPickUpDictionary[allegiance].Add(PickUp, Worker); }
public static GameObject GiveMeSoldierSpawner(Vector3 targetPosition, Quaternion targetRotation, GameResources.Allegiance allegiance, Vector3 spawnDirection) { GameObject instance = Instantiate <GameObject>(SoldierSpawner, targetPosition, targetRotation); instance.GetComponent <SoldierSpawner>().Soldier = SoldierTemplate; instance.GetComponent <SoldierSpawner>().SoldierCost = SoldierCost; instance.GetComponent <SoldierSpawner>().SpawnDirection = spawnDirection; instance.GetComponent <SoldierSpawner>().Allegiance = allegiance; switch (allegiance) { case GameResources.Allegiance.Team1: instance.GetComponent <Renderer>().material = Team1Material; break; case GameResources.Allegiance.Team2: instance.GetComponent <Renderer>().material = Team2Material; break; default: instance.GetComponent <Renderer>().material = DefaultMaterial; break; } return(instance); }
public static GameObject GiveMeWorker(Vector3 targetPosition, Quaternion targetRotation, GameResources.Allegiance allegiance, GameObject collectionZone) { GameObject instance = Instantiate <GameObject>(WorkerTemplate, targetPosition, targetRotation); instance.GetComponent <Worker>().HomeZone = collectionZone; instance.GetComponent <Worker>().allegiance = allegiance; switch (allegiance) { case GameResources.Allegiance.Team1: instance.GetComponent <Renderer>().material = Team1Material; break; case GameResources.Allegiance.Team2: instance.GetComponent <Renderer>().material = Team2Material; break; default: instance.GetComponent <Renderer>().material = DefaultMaterial; break; } return(instance); }
public void SetAllegiance(GameResources.Allegiance newAllegiance) { allegiance = newAllegiance; }
// At the start of the game.. void Start() { // Assign the Rigidbody component to our private rb variable rb = GetComponent <Rigidbody>(); allegiance = GameResources.Allegiance.Team1; }
public static GameObject GiveMeSoldier(Vector3 targetPosition, Quaternion targetRotation, GameResources.Allegiance allegiance, GameObject target) { GameObject instance = Instantiate <GameObject>(SoldierTemplate, targetPosition + new Vector3(Random.Range(-2f, 2f), 0, 0), targetRotation); instance.GetComponent <Soldier>().allegiance = allegiance; instance.GetComponent <Soldier>().aimTarget = target; switch (allegiance) { case GameResources.Allegiance.Team1: instance.GetComponent <Renderer>().material = Team1Material; instance.transform.GetChild(0).GetComponent <Renderer>().material = Team1Material; instance.transform.GetChild(0).GetChild(0).GetComponent <Renderer>().material = Team1Material; break; case GameResources.Allegiance.Team2: instance.GetComponent <Renderer>().material = Team2Material; instance.transform.GetChild(0).GetComponent <Renderer>().material = Team2Material; instance.transform.GetChild(0).GetChild(0).GetComponent <Renderer>().material = Team2Material; break; default: instance.GetComponent <Renderer>().material = DefaultMaterial; instance.transform.GetChild(0).GetComponent <Renderer>().material = DefaultMaterial; instance.transform.GetChild(0).GetChild(0).GetComponent <Renderer>().material = DefaultMaterial; break; } return(instance); }
public static void DeliverPickUp(GameObject PickUp, GameResources.Allegiance allegiance) { carriedPickUpDictionary[allegiance].Remove(PickUp); }
public static void UntargetPickUp(GameObject PickUp, GameResources.Allegiance allegiance) { //targetedPickUpDictionary[allegiance].Remove(PickUp); //openPickUpDictionary[allegiance].Add(PickUp, null); openPickUpDictionary[allegiance][PickUp] = null; }
public static void TargetPickUp(GameObject PickUp, GameObject Worker, GameResources.Allegiance allegiance) { openPickUpDictionary[allegiance][PickUp] = Worker; //openPickUpDictionary[allegiance].Remove(PickUp); //targetedPickUpDictionary[allegiance].Add(PickUp, Worker); }