// Randomly places a soldier on a players allocated piece of land void SetBoard() { // Loops through each country adding a soldier at the COM foreach (Transform continent in this.transform) { foreach (Transform country in continent.transform) { //Instantiate at countries COM soldier at the stored placer location addSoldier = country.GetComponent <AddSoldier>(); clone = Instantiate(Resources.Load("Soldier"), addSoldier.findCOM(country), Quaternion.identity) as GameObject; clone.transform.parent = country.transform; // make the soldiers random colours randomPlayerNum = RandomPlayer(); soldierManagement.SetSoldierColour(clone, randomPlayerNum); countryManagement.ChangeArmySize(country.gameObject, 1); } } // selects Alaska as the default selected country - prevent +button at the start error GameObject defaultCountry = GameObject.Find("Alaska"); defaultCountry.gameObject.tag = "SelectedCountry"; // start opening phase phases.startingPhase = false; phases.openingPhase = true; }
// Places a soldier at the country's adjusted COM public void PlaceSoldier() { soldierPosition = new Vector3(0, 0, 0); soldierPosition = PositionAdjustment(findCOM(this.transform)); // Instantiates a soldier at the stored placer location clone = Instantiate(Resources.Load("Soldier"), soldierPosition, Quaternion.identity) as GameObject; clone.transform.parent = this.transform; if (phases.setupPhase) { clone.gameObject.tag = "DeployedSoldier"; } // requires player index as unput, hence the -1 soldierManagement.SetSoldierColour(clone, playerTurn.CurrentPlayer() - 1); // update game stats troopCount.UpdateTroopBankV2(playerTurn.CurrentPlayer(), 1); }