private void Traning() { //tempTime -= Time.deltaTime; if (GameController.instance.playerLimitedUnit + 1 > GameController.instance.enemyLimited) { int rand = Random.Range(0, botStackTrainUnits.Length); if (botStackTrainUnits[rand].block && GameController.instance.enemyMoney >= botStackTrainUnits[rand].trainingCost) { GameController.instance.enemyMoney -= botStackTrainUnits[rand].trainingCost; GameController.instance.InfoUpdate(); botStackTrainUnits[rand].block = false; } else if (!botStackTrainUnits[rand].block && GameController.instance.enemyMoney >= botStackTrainUnits[rand].trainingCost && GameController.instance.enemyLimitedMax > GameController.instance.enemyLimited) { botStackTrainUnits[rand].trainStack++; GameController.instance.enemyMoney -= botStackTrainUnits[rand].trainingCost; GameController.instance.enemyLimited++; GameController.instance.InfoUpdate(); if (!botStackTrainUnits[rand].training) { StartCoroutine(BotTrainUinCourutine(rand)); botStackTrainUnits[rand].training = true; } } //tempTime = delay; //state = State_Behaviour.UpgradeCastle; } else { state = State_Behaviour.UpgradeCastle; } }
private void UpgradeCastle() { tempTime -= Time.deltaTime; if (tempTime <= 0f) { int enemyCasleLvl = GameController.instance.enemyCasleLVL; if (GameController.instance.enemyCasleLVL < 3 && GameController.instance.enemyMoney >= CostCastle(enemyCasleLvl)) { GameController.instance.enemyMoney -= CostCastle(enemyCasleLvl); GameController.instance.enemyCasleLVL++; GameController.instance.EnemyCastleUP(); } tempTime = delay; state = State_Behaviour.ByuSellCannon; } }
private void BuySellCannon() { tempTime -= Time.deltaTime; if (tempTime <= 0f) { int enemyCasleLvl = GameController.instance.enemyCasleLVL; if (enemyCasleLvl > 0) { int randFloor = Random.Range(0, enemyCasleLvl); cannonPanel[randFloor].BuyCannonEnemy(); } state = State_Behaviour.Training; } }
private void BuyUpgradeUnit() { tempTime -= Time.deltaTime; if (tempTime <= 0f) { //Параметры необходимые для рандомного апгрейда int randPanel = Random.Range(0, upgradePanel.Length - 1); int randUpgrade = Random.Range(0, upgradePanel[randPanel].upgrades.Length - 1); //Попытка задать приоритет для апгрейдов, костыльная задача if (UnitsController.instance.incomeMultiplayerEnemy < 2f) { upgradePanel[4].EnemyUpgrade(0); } else { upgradePanel[randPanel].EnemyUpgrade(randUpgrade); } tempTime = delay; state = State_Behaviour.Training; } }