void Die() { Destroy(this.gameObject); if (this.tag.Contains("colony")) { MainThreadOfGame.DecNumColony(); } else { MainThreadOfGame.DecNumEnemy(); } }
void Decrease_Life_Building() { if (slide.value > 0) { float hitPower = 0; for (int i = 0; i < list_Attackers.Count; i++) { if (list_Attackers[i].gameObject.GetComponent <Attack>() != null) { hitPower = hitPower + list_Attackers[i].GetComponent <Attack>().GetHitPower(); } } slide.value = slide.value - hitPower; fill.color = gradient.Evaluate(slide.normalizedValue); Set_Fire_Destroy(); } else if (flag == false && slide.value <= 0) { for (int i = 0; i < list_Attackers.Count; i++) { if (list_Attackers[i].gameObject.GetComponent <Attack>() != null) { list_Attackers[i].GetComponent <Animator>().SetBool("toAttack", false); list_Attackers.RemoveAt(i); } } for (int i = 0; i < 7; i++) { particles[i].SetActive(false); } this.gameObject.SetActive(false); Destruct_Building.transform.position = this.transform.position; Destruct_Building.SetActive(true); if (this.tag.Contains("colony")) { MainThreadOfGame.DecNumColony(); } else { MainThreadOfGame.DecNumEnemy(); } flag = true; CancelInvoke("Decrease_Life_Building"); list_Attackers.Clear(); InvokeRepeating("Decrease_Life_Building", 6f, 6f); } else { Destruct_Building.SetActive(false); flag = false; CancelInvoke("Decrease_Life_Building"); } }
// Update is called once per frame void Update() { for (int i = 0; i < EnemeyWorkers.Count; i++) { if (EnemeyWorkers[i].activeSelf == false) { EnemeyWorkers.RemoveAt(i); } } for (int i = 0; i < Archers.Count; i++) { if (Archers[i].activeSelf == false) { Archers.RemoveAt(i); } } for (int i = 0; i < Horseman.Count; i++) { if (Horseman[i].activeSelf == false) { Horseman.RemoveAt(i); } } for (int i = 0; i < Axemen.Count; i++) { if (Axemen[i].activeSelf == false) { Axemen.RemoveAt(i); } } if (archerbuilding == null || !archerbuilding.activeSelf) { archerbuilding = null; } if (tower == null || !tower.activeSelf) { tower = null; } if (stable == null || !stable.activeSelf) { stable = null; } if (workerbuilding == null || !workerbuilding.activeSelf) { workerbuilding = null; } sign_to_what_create = FirstOperationEnemy(); if (sign_to_what_create == 1) { if (gold >= 40 && createworker) { gold = gold - 40; GameObject o = GameObject.Find("enemy worker building(Clone)"); GameObject copyworker = o.GetComponent <Flock>().CreateNewWorker(100, 100.0f / 60.0f); copyworker.SetActive(false); temp = copyworker; InvokeRepeating("timer1", 5f, 5f); createworker = false; } } else if (sign_to_what_create == 2) { if (gold >= 170 && !Inbuilding) { Inbuilding = true; this.gold = this.gold - 170; GameObject start_building = Instantiate(Camera.main.transform.Find("first stage of the building").gameObject); GameObject o = GameObject.Find("characters").transform.Find("enemy soldiers").Find("buildings").gameObject; start_building.transform.SetParent(o.transform); start_building.transform.position = new Vector3(4, 4, 0); start_building.GetComponent <Build_Building>().Set_Name_Of_Building("enemy archer building"); start_building.GetComponent <Build_Building>().Set_Name_Building_shai("archer building"); start_building.GetComponent <Build_Building>().Set_Side_Of_Player(false); Debug.Log(start_building.GetComponent <Build_Building>()); start_building.SetActive(true); } } else if (sign_to_what_create == 3) { if (gold >= 40 && createworker) { //GameObject o = GameObject.Find("enemy worker building(Clone)"); GameObject o = MainThreadOfGame.SearchBuildingInHirarchy(GameObject.Find("characters").transform.Find("colony soldiers").Find("buildings").gameObject, "enemy worker building"); GameObject copyworker = o.GetComponent <Flock>().CreateNewWorker(100, 100.0f / 60.0f); copyworker.SetActive(false); temp = copyworker; InvokeRepeating("timer1", 5f, 5f); createworker = false; } } else if (sign_to_what_create == 4) { if (gold >= 50 && createarcher) { gold = gold - 50; //GameObject o = this.transform.Find("enemy archer building").gameObject; GameObject o = MainThreadOfGame.SearchBuildingInHirarchy(GameObject.Find("characters").transform.Find("colony soldiers").Find("buildings").gameObject, "enemy archer building"); GameObject copyarcher = o.GetComponent <Flock>().CreateNewSoldier(20f, 20f, 1f); copyarcher.SetActive(false); temp = copyarcher; Invoke("timer3", 5f); createarcher = false; } } else if (sign_to_what_create == 5) { if (gold >= 40 && createworker) { //GameObject o = GameObject.Find("enemy worker building(Clone)"); GameObject o = MainThreadOfGame.SearchBuildingInHirarchy(GameObject.Find("characters").transform.Find("colony soldiers").Find("buildings").gameObject, "enemy worker building"); GameObject copyworker = o.GetComponent <Flock>().CreateNewWorker(100, 100.0f / 60.0f); copyworker.SetActive(false); temp = copyworker; InvokeRepeating("timer1", 5f, 5f); createworker = false; } } else if (sign_to_what_create == 6) { if (gold >= 200 && !Inbuilding) { Inbuilding = true; this.gold = this.gold - 200; GameObject start_building = Instantiate(Camera.main.transform.Find("first stage of the building").gameObject); GameObject o = GameObject.Find("characters").transform.Find("enemy soldiers").Find("buildings").gameObject; start_building.transform.SetParent(o.transform); start_building.transform.position = new Vector3(2, 2, 0); start_building.GetComponent <Build_Building>().Set_Name_Of_Building("enemy stable"); start_building.GetComponent <Build_Building>().Set_Name_Building_shai("stable"); start_building.GetComponent <Build_Building>().Set_Side_Of_Player(false); start_building.SetActive(true); } } else if (sign_to_what_create == 7) { if (gold >= 60 && createhorse) { gold = gold - 60; //GameObject o = GameObject.Find("enemy stable1").gameObject; GameObject o = MainThreadOfGame.SearchBuildingInHirarchy(GameObject.Find("characters").transform.Find("colony soldiers").Find("buildings").gameObject, "enemy stable").gameObject; GameObject copyhorse = o.GetComponent <Flock>().CreateNewSoldier(20f, 20f, 1f); copyhorse.SetActive(false); temp = copyhorse; Invoke("timer4", 5f); createhorse = false; } } else if (sign_to_what_create == 8) { if (gold >= 120 && !Inbuilding) { Inbuilding = true; this.gold = this.gold - 120; GameObject start_building = Instantiate(Camera.main.transform.Find("first stage of the building").gameObject); GameObject o = GameObject.Find("characters").transform.Find("enemy soldiers").Find("buildings").gameObject; start_building.transform.SetParent(o.transform); start_building.transform.position = new Vector3(3, 3, 0); start_building.GetComponent <Build_Building>().Set_Name_Of_Building("enemy protect tower"); start_building.GetComponent <Build_Building>().Set_Name_Building_shai("protect tower"); start_building.GetComponent <Build_Building>().Set_Side_Of_Player(false); start_building.SetActive(true); } } else if (sign_to_what_create == 9) { if (gold >= 40 && createworker) { //GameObject o = GameObject.Find("enemy worker building(Clone)"); GameObject o = MainThreadOfGame.SearchBuildingInHirarchy(GameObject.Find("characters").transform.Find("colony soldiers").Find("buildings").gameObject, "enemy worker building"); GameObject copyworker = o.GetComponent <Flock>().CreateNewWorker(100, 100.0f / 60.0f); copyworker.SetActive(false); temp = copyworker; Invoke("timer1", 5f); createworker = false; } } else if (sign_to_what_create == 10) { if (gold >= 60 && createaxe) { gold = gold - 60; //GameObject o = GameObject.Find("enemy protect tower1").gameObject; GameObject o = MainThreadOfGame.SearchBuildingInHirarchy(GameObject.Find("characters").transform.Find("colony soldiers").Find("buildings").gameObject, "enemy protect tower"); GameObject copyaxe = o.GetComponent <Flock>().CreateNewSoldier(20f, 20f, 1f); copyaxe.SetActive(false); temp = copyaxe; Invoke("timer7", 5f); createaxe = false; } } else if (sign_to_what_create == 11) { float r = Random.Range(1f, 4f); if (r == 1) { if (gold >= 50 && createall) { gold = gold - 50; //GameObject o = GameObject.Find("enemy archer building1").gameObject; GameObject o = MainThreadOfGame.SearchBuildingInHirarchy(GameObject.Find("characters").transform.Find("colony soldiers").Find("buildings").gameObject, "enemy archer building").gameObject; GameObject copyarcher = o.GetComponent <Flock>().CreateNewSoldier(20f, 20f, 1f); copyarcher.SetActive(false); temp = copyarcher; Invoke("timer3", 5f); createarcher = false; } } else if (r == 2) { if (gold >= 60 && createall) { gold = gold - 60; //GameObject o = GameObject.Find("enemy stable1").gameObject; GameObject o = MainThreadOfGame.SearchBuildingInHirarchy(GameObject.Find("characters").transform.Find("colony soldiers").Find("buildings").gameObject, "enemy stable").gameObject; GameObject copyhorse = o.GetComponent <Flock>().CreateNewSoldier(20f, 20f, 1f); copyhorse.SetActive(false); temp = copyhorse; Invoke("timer4", 5f); createhorse = false; } } else if (r == 3) { if (gold >= 60 && createall) { gold = gold - 60; GameObject o = MainThreadOfGame.SearchBuildingInHirarchy(GameObject.Find("characters").transform.Find("colony soldiers").Find("buildings").gameObject, "enemy protect tower").gameObject; GameObject copyaxe = o.GetComponent <Flock>().CreateNewSoldier(20f, 20f, 1f); copyaxe.SetActive(false); temp = copyaxe; Invoke("timer7", 5f); createaxe = false; } } } }
void Increase_Life_Building() { if (slide.value > 0 && slide.value < 100) { float hitPower = 5; slide.value = slide.value + hitPower; fill.color = gradient.Evaluate(slide.normalizedValue); Set_Phase_Building(); } else if (slide.value >= 100) { slide.value = 100; fill.color = gradient.Evaluate(slide.normalizedValue); Debug.Log(Sturctue_Mine); CancelInvoke("Increase_Life_Building"); this.gameObject.SetActive(false); if (Sturctue_Mine) { GameObject o = MainThreadOfGame.SearchBuildingInHirarchy(GameObject.Find("characters").transform.Find("colony soldiers").Find("buildings").gameObject, Name_Of_Building_Shai); Instantiate(o.gameObject); if (o.tag.Contains("colony")) { MainThreadOfGame.IncNumColony(); } else { MainThreadOfGame.IncNumEnemy(); } //GameObject o = Instantiate(this.transform.parent.Find(Name_Of_Building_Shai).gameObject); // GameObject r = GameObject.Find(Name_Of_Building); // o.transform.SetParent(r.transform); o.transform.position = new Vector3(this.transform.position.x, this.transform.position.y, this.transform.position.z); o.SetActive(true); } else if (!Sturctue_Mine) { GameObject o = null; if (Name_Of_Building == "enemy archer building") { o = GameObject.Find("enemy player").transform.Find(Name_Of_Building).gameObject; o.transform.position = new Vector3(this.transform.position.x, this.transform.position.y, this.transform.position.z); GameObject enemyplayer = GameObject.Find("enemy player"); enemyplayer.GetComponent <Options_Enemy>().SetInbuilding(false); enemyplayer.GetComponent <Options_Enemy>().timer2(o); o.SetActive(true); } else if (Name_Of_Building == "enemy stable") { o = GameObject.Find("enemy player").transform.Find(Name_Of_Building).gameObject; o.transform.position = new Vector3(this.transform.position.x, this.transform.position.y, this.transform.position.z); GameObject enemyplayer = GameObject.Find("enemy player"); enemyplayer.GetComponent <Options_Enemy>().SetInbuilding(false); enemyplayer.GetComponent <Options_Enemy>().timer5(o); o.SetActive(true); } else if (Name_Of_Building == "enemy protect tower") { o = GameObject.Find("enemy player").transform.Find(Name_Of_Building).gameObject; o.transform.position = new Vector3(this.transform.position.x, this.transform.position.y, this.transform.position.z); GameObject enemyplayer = GameObject.Find("enemy player"); enemyplayer.GetComponent <Options_Enemy>().SetInbuilding(false); enemyplayer.GetComponent <Options_Enemy>().timer6(o); o.SetActive(true); } } } }