コード例 #1
0
ファイル: GuiManager.cs プロジェクト: adavattedeve/Portfolio
 public void SelectUnit(int index, TroopLocation location, bool isNullUnit)
 {
     if (selectedUnit.location == TroopLocation.NULL && !isNullUnit)
     {
         selectedUnit.index    = index;
         selectedUnit.location = location;
     }
     else if (location != TroopLocation.NULL && selectedUnit.location != TroopLocation.NULL)
     {
         TroopLocation temp = selectedUnit.location;
         selectedUnit.location = TroopLocation.NULL;
         GameManager.instance.TransferUnits(temp, selectedUnit.index, location, index);
     }
     else
     {
         selectedUnit.location = location;
         selectedUnit.index    = index;
     }
     if (OnSelectedUnitChange != null)
     {
         OnSelectedUnitChange();
     }
 }
コード例 #2
0
ファイル: GameManager.cs プロジェクト: adavattedeve/Portfolio
    public void TransferUnits(TroopLocation from, int fromIndex, TroopLocation to, int toIndex, int amount = -1)
    {
        Unit tempUnit;

        switch (from)
        {
        case TroopLocation.BARRACKS:
            if (amount == -1)
            {
                amount = CurrentGame.barracksUnits.units[fromIndex].amount;
            }
            switch (to)
            {
            case TroopLocation.BARRACKS:
                if (fromIndex == toIndex)
                {
                    return;
                }
                tempUnit = currentGame.barracksUnits.AddUnits(CurrentGame.barracksUnits.units[fromIndex], amount, toIndex);
                currentGame.barracksUnits.AddUnits(CurrentGame.barracksUnits.units[fromIndex], -amount, fromIndex);
                if (tempUnit != null)
                {
                    currentGame.barracksUnits.AddUnits(tempUnit, tempUnit.amount, fromIndex);
                }
                return;

            case TroopLocation.PLAYER:
                tempUnit = currentGame.playerTroop.AddUnits(CurrentGame.barracksUnits.units[fromIndex], amount, toIndex);
                currentGame.barracksUnits.AddUnits(CurrentGame.barracksUnits.units[fromIndex], -amount, fromIndex);
                if (tempUnit != null)
                {
                    currentGame.barracksUnits.AddUnits(tempUnit, tempUnit.amount, fromIndex);
                }
                return;

            default:
                return;
            }

        case TroopLocation.RECRUITABLE:
            if (amount == -1)
            {
                amount = CurrentGame.recruitableUnits.units[fromIndex].amount;
            }
            switch (to)
            {
            case TroopLocation.BARRACKS:
                currentGame.barracksUnits.AddUnits(CurrentGame.recruitableUnits.units[fromIndex], amount, toIndex);
                currentGame.recruitableUnits.AddUnits(CurrentGame.recruitableUnits.units[fromIndex], -amount, fromIndex);
                return;

            default:
                return;
            }

        case TroopLocation.PLAYER:
            if (amount == -1)
            {
                amount = CurrentGame.playerTroop.units[fromIndex].amount;
            }
            switch (to)
            {
            case TroopLocation.BARRACKS:
                tempUnit = currentGame.barracksUnits.AddUnits(CurrentGame.playerTroop.units[fromIndex], amount, toIndex);
                currentGame.playerTroop.AddUnits(CurrentGame.playerTroop.units[fromIndex], -amount, fromIndex);
                if (tempUnit != null)
                {
                    currentGame.playerTroop.AddUnits(tempUnit, tempUnit.amount, fromIndex);
                }
                return;

            case TroopLocation.PLAYER:
                tempUnit = currentGame.playerTroop.AddUnits(CurrentGame.playerTroop.units[fromIndex], amount, toIndex);
                currentGame.playerTroop.AddUnits(CurrentGame.playerTroop.units[fromIndex], -amount, fromIndex);
                if (tempUnit != null)
                {
                    currentGame.playerTroop.AddUnits(tempUnit, tempUnit.amount, fromIndex);
                }
                return;

            default:
                return;
            }

        default:
            return;
        }
    }