public void SetCountTimeAndColor(int unitCount, float time, UnitColour color) { spawnMaxTime = time * 0.25f; despawnMaxTime = time * 0.75f; unitColor = color; maxUnitCount = unitCount; }
public void CollectUnitsOfColour(UnitColour color, float doorPosition, float time) { int index = (int)color; collectingState[index].collecting = true; collectingState[index].doorPosition = doorPosition; collectingState[index].timeRemaining = time; }
void Awake() { colour = GetRandomColour(); direction = UnitDirection.Left; minX = 0; maxX = 0; walkingToGoal = false; speed = GameConstants.RECRUITMENT_UNIT_WALK_SPEED; }
public int DestroyAllUnitsOfColour(UnitColour colour) { int numRemoved = 0; for (int i = units.Count - 1; i >= 0; i--) { RecruitmentAreaUnit unit = units[i] as RecruitmentAreaUnit; if (unit.GetColour() == colour) { DestroyObject(unit.gameObject); units.RemoveAt(i); numRemoved++; } } collectingState[(int)colour].collecting = false; return(numRemoved); }
public void SetColour(UnitColour colour) { this.colour = colour; }