void Update() { if (!spawned) { troopInfo = GameObject.FindWithTag("TroopInfo").GetComponent <TroopInfo>(); SetUnit(); SetChariot(); //SetItemTag(); if (isPlayer) { unitPrefab = manPrefab; } else if (!isPlayer & isAlly) { captainClone = Instantiate(manPrefab, transform.GetChild(1).transform.position, transform.rotation); unitPrefab = manPrefab; captainClone.GetComponent <AIClass>().name = leader; } else if (!isPlayer & !isAlly) { captainClone = Instantiate(manPrefab, transform.GetChild(1).transform.position, transform.rotation); unitPrefab = manPrefab; captainClone.tag = "Enemy"; captainClone.layer = LayerMask.NameToLayer("Enemy"); captainClone.GetComponent <AIClass>().name = leader; captainClone.GetComponent <AIFight>().head.GetComponent <SpriteRenderer>().color = new Color(0.75f, 0.25f, 0.25f, 1); captainClone.GetComponent <AIFight>().body.GetComponent <SpriteRenderer>().color = new Color(0.75f, 0.25f, 0.25f, 1); captainClone.GetComponent <AIFight>().leftHand.GetComponent <SpriteRenderer>().color = new Color(0.75f, 0.25f, 0.25f, 1); captainClone.GetComponent <AIFight>().rightHand.GetComponent <SpriteRenderer>().color = new Color(0.75f, 0.25f, 0.25f, 1); } SpawnUnit(); spawned = true; } }
void showNew() { newIcon.texture = TroopImgDataBase.troopImgDataBase.getTroopIcon(newPerson.faction, newPerson.troopType, newPerson.ranking); newRanking.text = TroopDataBase.rankingToString(newPerson.ranking); newTroopType.text = TroopDataBase.troopTypeToString(newPerson.troopType); TroopInfo troopInfo = TroopDataBase.troopDataBase.getTroopInfo(newPerson.faction, newPerson.troopType, newPerson.ranking); newArmor.text = (troopInfo.gear.armorRating).ToString(); newEvasion.text = (troopInfo.gear.evasionRating).ToString(); newBlock.text = (troopInfo.gear.blockRating).ToString(); newVision.text = (troopInfo.gear.visionRating).ToString(); newStealth.text = (troopInfo.gear.stealthRating).ToString(); newAccuracy.text = (troopInfo.gear.accuracyRating).ToString(); newMelee.text = (troopInfo.gear.meleeDmgRating).ToString(); newRanged.text = ((troopInfo.gear.rangedDmgRating + troopInfo.gear.accuracyRating) / 2).ToString(); newMobility.text = (troopInfo.gear.mobilityRating).ToString(); newArmorBar.rectTransform.sizeDelta = new Vector2(STATS_BAR_WIDTH, STATS_BAR_HEIGHT * (troopInfo.gear.armorRating) / 10); newEvasionBar.rectTransform.sizeDelta = new Vector2(STATS_BAR_WIDTH, STATS_BAR_HEIGHT * (troopInfo.gear.evasionRating) / 10); newBlockBar.rectTransform.sizeDelta = new Vector2(STATS_BAR_WIDTH, STATS_BAR_HEIGHT * (troopInfo.gear.blockRating) / 10); newVisionBar.rectTransform.sizeDelta = new Vector2(STATS_BAR_WIDTH, STATS_BAR_HEIGHT * (troopInfo.gear.visionRating) / 10); newStealthBar.rectTransform.sizeDelta = new Vector2(STATS_BAR_WIDTH, STATS_BAR_HEIGHT * (troopInfo.gear.stealthRating) / 10); newAccuracyBar.rectTransform.sizeDelta = new Vector2(STATS_BAR_WIDTH, STATS_BAR_HEIGHT * (troopInfo.gear.accuracyRating) / 10); newMeleeBar.rectTransform.sizeDelta = new Vector2(STATS_BAR_WIDTH, STATS_BAR_HEIGHT * (troopInfo.gear.meleeDmgRating) / 10); newRangedBar.rectTransform.sizeDelta = new Vector2(STATS_BAR_WIDTH, STATS_BAR_HEIGHT * (troopInfo.gear.rangedDmgRating) / 20); newMobilityBar.rectTransform.sizeDelta = new Vector2(STATS_BAR_WIDTH, STATS_BAR_HEIGHT * (troopInfo.gear.armorRating) / 10); }
// Use this for initialization void Start() { weapon = GetComponent <Weapon>(); armor = GetComponent <Armor>(); if (isMainHand | isOffHand | isTwohanded) { weapon.enabled = true; armor.enabled = false; GetAttributeFromWeaponDatabase(); } else if (isArmor | isHelmet | isShield) { armor.enabled = true; weapon.enabled = false; GetAttributeFromArmorDatabase(); } else if (isMount) { GetAttributeFromMountDatabase(); } //itemSeletion = transform.parent.parent.parent.GetComponent<ItemSeletion>(); nameText = GetComponentInChildren <Text>(); troopInfo = GameObject.FindWithTag("TroopInfo").GetComponent <TroopInfo>(); SetPreviewImage(); SetPrice(); }
void SpawnPlayerUnits() { TroopInfo troopInfo = GameObject.FindWithTag("TroopInfo").GetComponent <TroopInfo>(); if (troopInfo.playerUnits) { for (int i = 0; i < troopInfo.playerUnits.childCount; i++) { print("SpawnPlayerUnits"); unitClone = Instantiate(unitPrefab, transform.GetChild(i).transform.position, transform.rotation); unitClone.GetComponent <AIClass>().name = troopInfo.playerUnits.GetChild(i).GetComponent <Unit>().name; unitClone.GetComponent <AIClass>().level = troopInfo.playerUnits.GetChild(i).GetComponent <Unit>().level; unitClone.GetComponent <AIClass>().offHand.tag = troopInfo.playerUnits.GetChild(i).GetComponent <Unit>().offHandTag; unitClone.GetComponent <AIClass>().mainHand.tag = troopInfo.playerUnits.GetChild(i).GetComponent <Unit>().mainHandTag; unitClone.GetComponent <AIClass>().mainHandItem = troopInfo.playerUnits.GetChild(i).GetComponent <Unit>().mainHandItem; unitClone.GetComponent <AIClass>().offHandItem = troopInfo.playerUnits.GetChild(i).GetComponent <Unit>().offHandItem; unitClone.GetComponent <Armor>().armorType = troopInfo.playerUnits.GetChild(i).GetComponent <Unit>().armorType; unitClone.GetComponent <Armor>().helmetType = troopInfo.playerUnits.GetChild(i).GetComponent <Unit>().helmetType; if (troopInfo.playerUnits.GetChild(i).GetComponent <Unit>().mounted) { if (troopInfo.playerUnits.GetChild(i).GetComponent <Unit>().mountType == "Boar") { horseClone = Instantiate(boarPrefab, transform.GetChild(i).transform.position, transform.rotation); } else { horseClone = Instantiate(horsePrefab, transform.GetChild(i).transform.position, transform.rotation); } } unitClone.GetComponent <AIClass>().unitCard = troopInfo.playerUnits.GetChild(i).gameObject; SetLeader(unitClone); } } else { for (int i = 2; i < a + 2; i++) { unitClone = Instantiate(unitPrefab, transform.GetChild(i).transform.position, transform.rotation); SpawnA(i); SetEnemy(); } for (int i = a + 2; i < a + b + 2; i++) { unitClone = Instantiate(unitPrefab, transform.GetChild(i).transform.position, transform.rotation); SpawnB(i); SetEnemy(); } for (int i = a + b + 2; i < a + b + c + 2; i++) { unitClone = Instantiate(unitPrefab, transform.GetChild(i).transform.position, transform.rotation); SpawnC(i); SetEnemy(); } } }
public void SetTroop(GameObject newTroop) { troopImage.enabled = true; troopCount.enabled = true; troopPrefab = newTroop; troopInfo = newTroop.GetComponent <TroopInfo>(); troopImage.sprite = troopInfo.sprite; troopCount.text = troopInfo.count.ToString(); }
// Use this for initialization void Start() { troopInfo = this; if (SceneManager.GetActiveScene().name == "TroopEdit") { //GameObject.DontDestroyOnLoad(gameObject); sceneSwitch = false; CheckTroopInfo(); } SetTag(); SetUnit(); SetAITroop(); }
// Use this for initialization void Start() { gold = 1000; currentGold = gold; goldText.text = gold + " "; itemSeletion = this; troopInfo = GameObject.FindWithTag("TroopInfo").GetComponent <TroopInfo>(); currentEditingUnit = null; CloseUnitItemSeletion(); manPreviewA = transform.GetChild(0).GetChild(1); manPreviewB = transform.GetChild(1).GetChild(1); manPreviewC = transform.GetChild(2).GetChild(1); unitACost = transform.GetChild(0).GetChild(0).GetChild(1).GetChild(0).GetChild(0).GetComponent <Text>(); unitBCost = transform.GetChild(1).GetChild(0).GetChild(1).GetChild(0).GetChild(0).GetComponent <Text>(); unitCCost = transform.GetChild(2).GetChild(0).GetChild(1).GetChild(0).GetChild(0).GetComponent <Text>(); }
// Use this for initialization void Start() { //Add Troop Model troopInfo = GameObject.FindWithTag("TroopInfo").GetComponent <TroopInfo>(); troopModels = new List <string>() { "Ramdom", "Bandits (Few)", "Deserters (Few)", "Mounted Bandits (Few)", "Deserters (Gang)", "Garrison (Gang)", "Nomad (Few)", "Nomad (Gang)", "Deserters (Army)", }; ally1List.AddOptions(troopModels); ally2List.AddOptions(troopModels); enemy1List.AddOptions(troopModels); enemy2List.AddOptions(troopModels); enemy3List.AddOptions(troopModels); }
public void MakeTroop(eTroopType type, eCountry country, int x, int y) { TroopInfo ti = troopData.GetTroopInfo(type, country); GameObject troopGo = Instantiate(ti.prefab, transform); troopGo.transform.localPosition = GridToPosition(x, y); Troop t = troopGo.GetComponent <Troop>(); t.type = type; t.country = country; t.x = x; t.y = y; t.SetTapCallback(onTapTroop); t.sortingGroup.sortingOrder = GetTroopOrder(x, y); t.FINISH_ACTION = true; mapTiles[x + "_" + y].troop = t; }
// Use this for initialization void Start() { //itemSeletion = transform.parent.GetComponent<ItemSeletion>(); troopInfo = GameObject.FindWithTag("TroopInfo").GetComponent <TroopInfo>(); }
public TroopInfo imperialGetTroopInfoHelper(TroopType tt, Ranking rk) { TroopInfo result = new TroopInfo(); switch (tt) { case TroopType.recruitType: result.icon = imperialRecruitIcon; break; case TroopType.crossbowman: switch (rk) { case Ranking.militia: result.icon = imperialMilitiaCrossbowmanIcon; break; case Ranking.veteran: result.icon = imperialVeteranCrossbowmanIcon; break; case Ranking.elite: result.icon = imperialEliteCrossbowmanIcon; break; } break; case TroopType.musketeer: switch (rk) { case Ranking.militia: result.icon = imperialMilitiaMusketeerIcon; break; case Ranking.veteran: result.icon = imperialVeteranMusketeerIcon; break; case Ranking.elite: result.icon = imperialEliteMusketeerIcon; break; } break; case TroopType.swordsman: switch (rk) { case Ranking.militia: result.icon = imperialMilitiaSwordsmanIcon; break; case Ranking.veteran: result.icon = imperialVeteranSwordsmanIcon; break; case Ranking.elite: result.icon = imperialEliteSwordsmanIcon; break; } break; case TroopType.halberdier: switch (rk) { case Ranking.militia: result.icon = imperialMilitiaHalberdierIcon; break; case Ranking.veteran: result.icon = imperialVeteranHalberdierIcon; break; case Ranking.elite: result.icon = imperialEliteHalberdierIcon; break; } break; case TroopType.cavalry: switch (rk) { case Ranking.militia: result.icon = imperialMilitiaCavalryIcon; break; case Ranking.veteran: result.icon = imperialVeteranCavalryIcon; break; case Ranking.elite: result.icon = imperialEliteCavalryIcon; break; } break; } return(result); }
// Use this for initialization void Start() { costText = GetComponentInChildren <Text>(); troopInfo = GameObject.FindWithTag("TroopInfo").GetComponent <TroopInfo>(); }
public TroopInfo mercGetTroopInfoHelper(TroopType tt, Ranking rk) { TroopInfo result = new TroopInfo(); if (rk == Ranking.mainChar) { if (tt == TroopType.mainCharType) { result.battleValue = 0; result.model = mainCharacter; result.gear = new GearInfo(1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f); } else { result.battleValue = 0; result.model = secCharacter; result.gear = new GearInfo(1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f); } return(result); } switch (tt) { case TroopType.recruitType: result.battleValue = 10; result.model = mercenaryRecruit; result.gear = new GearInfo(1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f); break; case TroopType.crossbowman: switch (rk) { case Ranking.militia: result.battleValue = 20; result.model = mercenaryMilitiaCrossbowman; result.gear = new GearInfo(2.0f, 1.0f, 3.0f, 4.0f, 3.0f, 4.0f, 1.0f, 2.0f, 3.0f); break; case Ranking.veteran: result.battleValue = 50; result.model = mercenaryVeteranCrossbowman; result.gear = new GearInfo(4.0f, 2.0f, 5.0f, 6.0f, 6.0f, 7.0f, 2.0f, 4.0f, 6.0f); break; case Ranking.elite: result.battleValue = 150; result.model = mercenaryEliteCrossbowman; result.gear = new GearInfo(7.0f, 4.0f, 8.0f, 8.0f, 8.0f, 9.0f, 4.0f, 7.0f, 8.0f); break; } break; case TroopType.musketeer: switch (rk) { case Ranking.militia: result.battleValue = 40; result.model = mercenaryMilitiaMusketeer; result.gear = new GearInfo(2.0f, 1.0f, 3.0f, 4.0f, 1.0f, 2.0f, 1.0f, 3.0f, 2.0f); break; case Ranking.veteran: result.battleValue = 80; result.model = mercenaryVeteranMusketeer; result.gear = new GearInfo(4.0f, 2.0f, 3.0f, 4.0f, 4.0f, 5.0f, 3.0f, 7.0f, 5.0f); break; case Ranking.elite: result.battleValue = 150; result.model = mercenaryEliteMusketeer; result.gear = new GearInfo(7.0f, 5.0f, 8.0f, 7.0f, 7.0f, 7.0f, 5.0f, 9.0f, 7.0f); break; } break; case TroopType.swordsman: switch (rk) { case Ranking.militia: result.battleValue = 20; result.model = mercenaryMilitiaSwordsman; result.gear = new GearInfo(3.0f, 2.0f, 3.0f, 1.0f, 3.0f, 0.0f, 4.0f, 0.0f, 3.0f); break; case Ranking.veteran: result.battleValue = 50; result.model = mercenaryVeteranSwordsman; result.gear = new GearInfo(5.0f, 5.0f, 6.0f, 2.0f, 7.0f, 0.0f, 7.0f, 0.0f, 7.0f); break; case Ranking.elite: result.battleValue = 150; result.model = mercenaryEliteSwordsman; result.gear = new GearInfo(8.0f, 7.0f, 8.0f, 5.0f, 9.0f, 0.0f, 9.0f, 0.0f, 9.0f); break; } break; case TroopType.halberdier: switch (rk) { case Ranking.militia: result.battleValue = 20; result.model = mercenaryMilitiaHalberdier; result.gear = new GearInfo(4.0f, 4.0f, 1.0f, 2.0f, 1.0f, 0.0f, 4.0f, 0.0f, 1.0f); break; case Ranking.veteran: result.battleValue = 50; result.model = mercenaryVeteranHalberdier; result.gear = new GearInfo(7.0f, 7.0f, 2.0f, 3.0f, 2.0f, 0.0f, 7.0f, 0.0f, 4.0f); break; case Ranking.elite: result.battleValue = 150; result.model = mercenaryEliteHalberdier; result.gear = new GearInfo(9.0f, 9.0f, 4.0f, 6.0f, 5.0f, 0.0f, 9.0f, 0.0f, 6.0f); break; } break; case TroopType.cavalry: switch (rk) { case Ranking.militia: result.battleValue = 40; result.model = mercenaryMilitiaCavalry; result.gear = new GearInfo(4.0f, 4.0f, 1.0f, 2.0f, 1.0f, 0.0f, 4.0f, 0.0f, 3.0f); break; case Ranking.veteran: result.battleValue = 80; result.model = mercenaryVeteranCavalry; result.gear = new GearInfo(6.0f, 6.0f, 4.0f, 5.0f, 3.0f, 0.0f, 7.0f, 0.0f, 6.0f); break; case Ranking.elite: result.battleValue = 150; result.model = mercenaryEliteCavalry; result.gear = new GearInfo(9.0f, 9.0f, 6.0f, 7.0f, 7.0f, 0.0f, 10.0f, 0.0f, 9.0f); break; } break; } return(result); }
public TroopInfo imperialGetTroopInfoHelper(TroopType tt, Ranking rk) { TroopInfo result = new TroopInfo(); switch (tt) { case TroopType.recruitType: result.battleValue = 10; result.model = imperialRecruit; break; case TroopType.crossbowman: switch (rk) { case Ranking.militia: result.battleValue = 20; result.model = imperialMilitiaCrossbowman; break; case Ranking.veteran: result.battleValue = 50; result.model = imperialVeteranCrossbowman; break; case Ranking.elite: result.battleValue = 150; result.model = imperialEliteCrossbowman; break; } break; case TroopType.musketeer: switch (rk) { case Ranking.militia: result.battleValue = 20; result.model = imperialMilitiaMusketeer; break; case Ranking.veteran: result.battleValue = 50; result.model = imperialVeteranMusketeer; break; case Ranking.elite: result.battleValue = 150; result.model = imperialEliteMusketeer; break; } break; case TroopType.swordsman: switch (rk) { case Ranking.militia: result.battleValue = 20; result.model = imperialMilitiaSwordsman; break; case Ranking.veteran: result.battleValue = 50; result.model = imperialVeteranSwordsman; break; case Ranking.elite: result.battleValue = 150; result.model = imperialEliteSwordsman; break; } break; case TroopType.halberdier: switch (rk) { case Ranking.militia: result.battleValue = 20; result.model = imperialMilitiaHalberdier; break; case Ranking.veteran: result.battleValue = 50; result.model = imperialVeteranHalberdier; break; case Ranking.elite: result.battleValue = 150; result.model = imperialEliteHalberdier; break; } break; case TroopType.cavalry: switch (rk) { case Ranking.militia: result.battleValue = 20; result.model = imperialMilitiaCavalry; break; case Ranking.veteran: result.battleValue = 50; result.model = imperialVeteranCavalry; break; case Ranking.elite: result.battleValue = 150; result.model = imperialEliteCavalry; break; } break; } result.gear = new GearInfo(1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f); return(result); }
void FindTroopInfo() { troopInfo = GameObject.FindWithTag("TroopInfo").GetComponent <TroopInfo>(); }
public TroopInfo mercGetTroopInfoHelper(TroopType tt, Ranking rk) { TroopInfo result = new TroopInfo(); if (rk == Ranking.mainChar) { if (tt == TroopType.mainCharType) { result.icon = mainCharacterIcon; result.profile = mainCharacterProfile; } else { result.icon = secCharacterIcon; result.profile = secCharacterProfile; } return(result); } switch (tt) { case TroopType.recruitType: result.icon = mercenaryRecruitIcon; result.profile = mercenaryRecruitProfile; break; case TroopType.crossbowman: switch (rk) { case Ranking.militia: result.icon = mercenaryMilitiaCrossbowmanIcon; result.profile = mercenaryMilitiaCrossbowmanProfile; break; case Ranking.veteran: result.icon = mercenaryVeteranCrossbowmanIcon; result.profile = mercenaryVeteranCrossbowmanProfile; break; case Ranking.elite: result.icon = mercenaryEliteCrossbowmanIcon; result.profile = mercenaryEliteCrossbowmanProfile; break; } break; case TroopType.musketeer: switch (rk) { case Ranking.militia: result.icon = mercenaryMilitiaMusketeerIcon; result.profile = mercenaryMilitiaMusketeerProfile; break; case Ranking.veteran: result.icon = mercenaryVeteranMusketeerIcon; result.profile = mercenaryVeteranMusketeerProfile; break; case Ranking.elite: result.icon = mercenaryEliteMusketeerIcon; result.profile = mercenaryEliteMusketeerProfile; break; } break; case TroopType.swordsman: switch (rk) { case Ranking.militia: result.icon = mercenaryMilitiaSwordsmanIcon; result.profile = mercenaryMilitiaSwordsmanProfile; break; case Ranking.veteran: result.icon = mercenaryVeteranSwordsmanIcon; result.profile = mercenaryVeteranSwordsmanProfile; break; case Ranking.elite: result.icon = mercenaryEliteSwordsmanIcon; result.profile = mercenaryEliteSwordsmanProfile; break; } break; case TroopType.halberdier: switch (rk) { case Ranking.militia: result.icon = mercenaryMilitiaHalberdierIcon; result.profile = mercenaryMilitiaHalberdierProfile; break; case Ranking.veteran: result.icon = mercenaryVeteranHalberdierIcon; result.profile = mercenaryVeteranHalberdierProfile; break; case Ranking.elite: result.icon = mercenaryEliteHalberdierIcon; result.profile = mercenaryEliteHalberdierProfile; break; } break; case TroopType.cavalry: switch (rk) { case Ranking.militia: result.icon = mercenaryMilitiaCavalryIcon; result.profile = mercenaryMilitiaCavalryProfile; break; case Ranking.veteran: result.icon = mercenaryVeteranCavalryIcon; result.profile = mercenaryVeteranCavalryProfile; break; case Ranking.elite: result.icon = mercenaryEliteCavalryIcon; result.profile = mercenaryEliteCavalryProfile; break; } break; } return(result); }
// Use this for initialization void Start() { troopInfo = GameObject.FindWithTag("TroopInfo").GetComponent <TroopInfo>(); troopScale = this; }