コード例 #1
0
ファイル: GameEngine.cs プロジェクト: TaylaLR/POE
        public void DisplayMap()    //Displays correct symbol
        {
            foreach (Building bg in map.Buildings)
            {
                if (bg is FactoryBuilding)
                {
                    FactoryBuilding fb = (FactoryBuilding)bg;
                    if (fb.Team == 0)
                    {
                        if (fb.IsDead == false)
                        {
                            GameObject obj = Instantiate(factoryTeamOne, new Vector2(fb.SpawnX, fb.SpawnY), Quaternion.identity);
                            obj.transform.parent = transform;
                        }
                        else
                        {
                            GameObject obj = Instantiate(teamOneDeath, new Vector2(fb.SpawnX, fb.SpawnY), Quaternion.identity);
                            obj.transform.parent = transform;
                        }
                    }
                    else
                    {
                        if (fb.IsDead == false)
                        {
                            GameObject obj = Instantiate(factoryTeamTwo, new Vector2(fb.SpawnX, fb.SpawnY), Quaternion.identity);
                            obj.transform.parent = transform;
                        }
                        else
                        {
                            GameObject obj = Instantiate(teamTwoDeath, new Vector2(fb.SpawnX, fb.SpawnY), Quaternion.identity);
                            obj.transform.parent = transform;
                        }
                    }
                }
                else if (bg is ResourceBuilding)
                {
                    ResourceBuilding rb = (ResourceBuilding)bg;
                    if (rb.Team == 0)
                    {
                        if (rb.IsDead == false)
                        {
                            GameObject obj = Instantiate(resourceTeamOne, new Vector2(rb.XPos, rb.YPos), Quaternion.identity);
                            obj.transform.parent = transform;
                        }
                        else
                        {
                            GameObject obj = Instantiate(teamOneDeath, new Vector2(rb.XPos, rb.YPos), Quaternion.identity);
                            obj.transform.parent = transform;
                        }
                    }
                    else
                    {
                        if (rb.IsDead == false)
                        {
                            GameObject obj = Instantiate(resourceTeamTwo, new Vector2(rb.XPos, rb.YPos), Quaternion.identity);
                            obj.transform.parent = transform;
                        }
                        else
                        {
                            GameObject obj = Instantiate(teamTwoDeath, new Vector2(rb.XPos, rb.YPos), Quaternion.identity);
                            obj.transform.parent = transform;
                        }
                    }
                }
            }

            foreach (Unit u in map.Units)
            {
                if (u is MeleeUnit)
                {
                    MeleeUnit mu = (MeleeUnit)u;
                    if (mu.Team == 0)
                    {
                        if (mu.IsDead == false)
                        {
                            GameObject obj = Instantiate(meleeTeamOne, new Vector2(mu.XPos, mu.YPos), Quaternion.identity);
                            obj.transform.parent = transform;
                        }
                        else
                        {
                            GameObject obj = Instantiate(teamOneDeath, new Vector2(mu.XPos, mu.YPos), Quaternion.identity);
                            obj.transform.parent = transform;
                        }
                    }
                    else
                    {
                        if (mu.IsDead == false)
                        {
                            GameObject obj = Instantiate(meleeTeamTwo, new Vector2(mu.XPos, mu.YPos), Quaternion.identity);
                            obj.transform.parent = transform;
                        }
                        else
                        {
                            GameObject obj = Instantiate(teamTwoDeath, new Vector2(mu.XPos, mu.YPos), Quaternion.identity);
                            obj.transform.parent = transform;
                        }
                    }
                }
                else if (u is RangedUnit)
                {
                    RangedUnit ru = (RangedUnit)u;

                    if (ru.Team == 0)
                    {
                        if (ru.IsDead == false)
                        {
                            GameObject obj = Instantiate(rangerTeamOne, new Vector2(ru.XPos, ru.YPos), Quaternion.identity);
                            obj.transform.parent = transform;
                        }
                        else
                        {
                            GameObject obj = Instantiate(teamOneDeath, new Vector2(ru.XPos, ru.YPos), Quaternion.identity);
                            obj.transform.parent = transform;
                        }
                    }
                    else
                    {
                        if (ru.IsDead == false)
                        {
                            GameObject obj = Instantiate(rangerTeamTwo, new Vector2(ru.XPos, ru.YPos), Quaternion.identity);
                            obj.transform.parent = transform;
                        }
                        else
                        {
                            GameObject obj = Instantiate(teamTwoDeath, new Vector2(ru.XPos, ru.YPos), Quaternion.identity);
                            obj.transform.parent = transform;
                        }
                    }
                }
                else if (u is WizardUnit)
                {
                    WizardUnit wu = (WizardUnit)u;
                    if (wu.IsDead == false)
                    {
                        GameObject obj = Instantiate(wizardTeam, new Vector2(wu.XPos, wu.YPos), Quaternion.identity);
                        obj.transform.parent = transform;
                    }
                    else
                    {
                        GameObject obj = Instantiate(wizardDeath, new Vector2(wu.XPos, wu.YPos), Quaternion.identity);
                        obj.transform.parent = transform;
                    }
                }
            }
        }
コード例 #2
0
ファイル: GameEngine.cs プロジェクト: TaylaLR/POE
        public void UpdateMap()
        {
            foreach (Building bg in map.Buildings)
            {
                if (bg is FactoryBuilding)
                {
                    FactoryBuilding fb = (FactoryBuilding)bg;
                    if (fb.ProductionSpeed % rounds == 0 && numResources >= costOfUnits)  //Checks if factory building can spawn more units
                    {
                        map.Units.Add(fb.UnitSpawn());
                        numResources -= costOfUnits;
                    }
                }
                else if (bg is ResourceBuilding) //Generates more resources
                {
                    ResourceBuilding rb = (ResourceBuilding)bg;
                    numResources += rb.ResourceGeneration();
                }
            }
            for (int i = 0; i < map.Units.Count; i++)
            {
                if (map.Units[i] is MeleeUnit)
                {
                    MeleeUnit mu = (MeleeUnit)map.Units[i];
                    if (mu.Health <= mu.MaxHealth * 0.25) // Running Away
                    {
                        mu.Move((Unit.direction)r.Next(0, 4));
                    }
                    else
                    {
                        (Unit closest, int distanceTo)           = mu.Closest(map.Units);
                        (Building closestbuilding, int distance) = mu.ClosestBuilding(map.Buildings);

                        if (distanceTo < distance)  //Checks if Unit is closer than building
                        {
                            //Check In Range
                            if (distanceTo <= mu.AttackRange)
                            {
                                mu.IsAttacking = true;
                                mu.Combat(closest);

                                if (mu.IsDead == true)   //Returns resources if unit is dead
                                {
                                    foreach (Building bg in map.Buildings)
                                    {
                                        if (bg is ResourceBuilding)
                                        {
                                            ResourceBuilding rb = (ResourceBuilding)bg;
                                            if (mu.Team == rb.Team)
                                            {
                                                rb.ResourcesGenerated++;
                                            }
                                        }
                                    }
                                }
                            }
                            else //Move Towards
                            {
                                if (closest is MeleeUnit)
                                {
                                    MeleeUnit closestMu = (MeleeUnit)closest;
                                    if (mu.XPos > closestMu.XPos) //North
                                    {
                                        mu.Move(Unit.direction.North);
                                    }
                                    else if (mu.XPos < closestMu.XPos) //South
                                    {
                                        mu.Move(Unit.direction.South);
                                    }
                                    else if (mu.YPos > closestMu.YPos) //West
                                    {
                                        mu.Move(Unit.direction.West);
                                    }
                                    else if (mu.YPos < closestMu.YPos) //East
                                    {
                                        mu.Move(Unit.direction.East);
                                    }
                                }
                                else if (closest is RangedUnit)
                                {
                                    RangedUnit closestRu = (RangedUnit)closest;
                                    if (mu.XPos > closestRu.XPos) //North
                                    {
                                        mu.Move(Unit.direction.North);
                                    }
                                    else if (mu.XPos < closestRu.XPos) //South
                                    {
                                        mu.Move(Unit.direction.South);
                                    }
                                    else if (mu.YPos > closestRu.YPos) //West
                                    {
                                        mu.Move(Unit.direction.West);
                                    }
                                    else if (mu.YPos < closestRu.YPos) //East
                                    {
                                        mu.Move(Unit.direction.East);
                                    }
                                }
                                else if (closest is WizardUnit)
                                {
                                    WizardUnit closestWu = (WizardUnit)closest;
                                    if (mu.XPos > closestWu.XPos) //North
                                    {
                                        mu.Move(Unit.direction.North);
                                    }
                                    else if (mu.XPos < closestWu.XPos) //South
                                    {
                                        mu.Move(Unit.direction.South);
                                    }
                                    else if (mu.YPos > closestWu.YPos) //West
                                    {
                                        mu.Move(Unit.direction.West);
                                    }
                                    else if (mu.YPos < closestWu.YPos) //East
                                    {
                                        mu.Move(Unit.direction.East);
                                    }
                                }
                            }
                        }
                        else     //if building is closer
                        {
                            //Check In Range
                            if (distance <= mu.AttackRange)
                            {
                                mu.IsAttacking = true;
                                closestbuilding.Attacked(mu);
                            }
                            else //Move Towards
                            {
                                if (closestbuilding is FactoryBuilding)
                                {
                                    FactoryBuilding closestfb = (FactoryBuilding)closestbuilding;
                                    if (mu.XPos > closestfb.SpawnX) //North
                                    {
                                        mu.Move(Unit.direction.North);
                                    }
                                    else if (mu.XPos < closestfb.SpawnX) //South
                                    {
                                        mu.Move(Unit.direction.South);
                                    }
                                    else if (mu.YPos > closestfb.SpawnY) //West
                                    {
                                        mu.Move(Unit.direction.West);
                                    }
                                    else if (mu.YPos < closestfb.SpawnY) //East
                                    {
                                        mu.Move(Unit.direction.East);
                                    }
                                }
                                else if (closestbuilding is ResourceBuilding)
                                {
                                    ResourceBuilding closestrb = (ResourceBuilding)closestbuilding;
                                    if (mu.XPos > closestrb.XPos) //North
                                    {
                                        mu.Move(Unit.direction.North);
                                    }
                                    else if (mu.XPos < closestrb.XPos) //South
                                    {
                                        mu.Move(Unit.direction.South);
                                    }
                                    else if (mu.YPos > closestrb.YPos) //West
                                    {
                                        mu.Move(Unit.direction.West);
                                    }
                                    else if (mu.YPos < closestrb.YPos) //East
                                    {
                                        mu.Move(Unit.direction.East);
                                    }
                                }
                            }
                        }
                    }
                }
                else if (map.Units[i] is RangedUnit)
                {
                    RangedUnit ru = (RangedUnit)map.Units[i];
                    if (ru.Health <= ru.MaxHealth * 0.25) //Running away
                    {
                        ru.Move((Unit.direction)r.Next(0, 4));
                    }
                    (Unit closest, int distanceTo)           = ru.Closest(map.Units);
                    (Building closestbuilding, int distance) = ru.ClosestBuilding(map.Buildings);

                    if (distanceTo < distance)  //Checks if Unit is closer than building
                    {
                        //Check In Range
                        if (distanceTo <= ru.AttackRange)
                        {
                            ru.IsAttacking = true;
                            ru.Combat(closest);

                            if (ru.IsDead == true)  //Returns resources if unit is dead
                            {
                                foreach (Building bg in map.Buildings)
                                {
                                    if (bg is ResourceBuilding)
                                    {
                                        ResourceBuilding rb = (ResourceBuilding)bg;
                                        if (ru.Team == rb.Team)
                                        {
                                            rb.ResourcesGenerated++;
                                        }
                                    }
                                }
                            }
                        }
                        else //Move Towards
                        {
                            if (closest is MeleeUnit)
                            {
                                MeleeUnit closestMu = (MeleeUnit)closest;
                                if (ru.XPos > closestMu.XPos) //North
                                {
                                    ru.Move(Unit.direction.North);
                                }
                                else if (ru.XPos < closestMu.XPos) //South
                                {
                                    ru.Move(Unit.direction.South);
                                }
                                else if (ru.YPos > closestMu.YPos) //West
                                {
                                    ru.Move(Unit.direction.West);
                                }
                                else if (ru.YPos < closestMu.YPos) //East
                                {
                                    ru.Move(Unit.direction.East);
                                }
                            }
                            else if (closest is RangedUnit)
                            {
                                RangedUnit closestRu = (RangedUnit)closest;
                                if (ru.XPos > closestRu.XPos) //North
                                {
                                    ru.Move(Unit.direction.North);
                                }
                                else if (ru.XPos < closestRu.XPos) //South
                                {
                                    ru.Move(Unit.direction.South);
                                }
                                else if (ru.YPos > closestRu.YPos) //West
                                {
                                    ru.Move(Unit.direction.West);
                                }
                                else if (ru.YPos < closestRu.YPos) //East
                                {
                                    ru.Move(Unit.direction.East);
                                }
                            }
                            else if (closest is WizardUnit)
                            {
                                WizardUnit closestWu = (WizardUnit)closest;
                                if (ru.XPos > closestWu.XPos) //North
                                {
                                    ru.Move(Unit.direction.North);
                                }
                                else if (ru.XPos < closestWu.XPos) //South
                                {
                                    ru.Move(Unit.direction.South);
                                }
                                else if (ru.YPos > closestWu.YPos) //West
                                {
                                    ru.Move(Unit.direction.West);
                                }
                                else if (ru.YPos < closestWu.YPos) //East
                                {
                                    ru.Move(Unit.direction.East);
                                }
                            }
                        }
                    }
                    else     //if building is closer
                    {
                        //Check In Range
                        if (distance <= ru.AttackRange)
                        {
                            ru.IsAttacking = true;
                            closestbuilding.Attacked(ru);
                        }
                        else //Move Towards
                        {
                            if (closestbuilding is FactoryBuilding)
                            {
                                FactoryBuilding closestfb = (FactoryBuilding)closestbuilding;
                                if (ru.XPos > closestfb.SpawnX) //North
                                {
                                    ru.Move(Unit.direction.North);
                                }
                                else if (ru.XPos < closestfb.SpawnX) //South
                                {
                                    ru.Move(Unit.direction.South);
                                }
                                else if (ru.YPos > closestfb.SpawnY) //West
                                {
                                    ru.Move(Unit.direction.West);
                                }
                                else if (ru.YPos < closestfb.SpawnY) //East
                                {
                                    ru.Move(Unit.direction.East);
                                }
                            }
                            else if (closestbuilding is ResourceBuilding)
                            {
                                ResourceBuilding closestrb = (ResourceBuilding)closestbuilding;
                                if (ru.XPos > closestrb.XPos) //North
                                {
                                    ru.Move(Unit.direction.North);
                                }
                                else if (ru.XPos < closestrb.XPos) //South
                                {
                                    ru.Move(Unit.direction.South);
                                }
                                else if (ru.YPos > closestrb.YPos) //West
                                {
                                    ru.Move(Unit.direction.West);
                                }
                                else if (ru.YPos < closestrb.YPos) //East
                                {
                                    ru.Move(Unit.direction.East);
                                }
                            }
                        }
                    }
                }
                else if (map.Units[i] is WizardUnit)
                {
                    WizardUnit wu = (WizardUnit)map.Units[i];
                    if (wu.Health <= wu.MaxHealth * 0.5)    //Running away
                    {
                        wu.Move((Unit.direction)r.Next(0, 4));
                    }
                    else
                    {
                        (Unit closest, int distanceTo) = wu.Closest(map.Units);

                        //Check In Range
                        if (distanceTo <= wu.AttackRange)
                        {
                            wu.IsAttacking = true;
                            wu.Combat(closest);
                        }
                        else //Move Towards
                        {
                            if (closest is MeleeUnit)
                            {
                                MeleeUnit closestMu = (MeleeUnit)closest;
                                if (wu.XPos > closestMu.XPos) //North
                                {
                                    wu.Move(Unit.direction.North);
                                }
                                else if (wu.XPos < closestMu.XPos) //South
                                {
                                    wu.Move(Unit.direction.South);
                                }
                                else if (wu.YPos > closestMu.YPos) //West
                                {
                                    wu.Move(Unit.direction.West);
                                }
                                else if (wu.YPos < closestMu.YPos) //East
                                {
                                    wu.Move(Unit.direction.East);
                                }
                            }
                            else if (closest is RangedUnit)
                            {
                                RangedUnit closestRu = (RangedUnit)closest;
                                if (wu.XPos > closestRu.XPos) //North
                                {
                                    wu.Move(Unit.direction.North);
                                }
                                else if (wu.XPos < closestRu.XPos) //South
                                {
                                    wu.Move(Unit.direction.South);
                                }
                                else if (wu.YPos > closestRu.YPos) //West
                                {
                                    wu.Move(Unit.direction.West);
                                }
                                else if (wu.YPos < closestRu.YPos) //East
                                {
                                    wu.Move(Unit.direction.East);
                                }
                            }
                        }
                    }
                }
            }
        }