SetTeamColor() public method

public SetTeamColor ( int colorValue ) : void
colorValue int
return void
コード例 #1
0
ファイル: Spawner.cs プロジェクト: kyapp69/Multiplier
        public void RpcUnitAttributesSetup(GameObject manager, GameObject playerObject, int colorValue)
        {
            Debug.Log("Setting up unit attributes.");
            GameUnit playerUnit = playerObject.GetComponent <GameUnit>();

            if (playerUnit != null)
            {
                playerUnit.SetTeamColor(colorValue);
            }

            UnitAttributes attributes = manager.GetComponent <UnitAttributes>();

            if (attributes != null && attributes.hasAuthority)
            {
                //CanvasSwitch canvasSwitch = GameObject.FindObjectOfType<CanvasSwitch>() as CanvasSwitch;
                //if (canvasSwitch != null) {
                //	canvasSwitch.unitAttributes = attributes;
                //}

                GameObject content = GameObject.FindGameObjectWithTag("Content");
                if (content != null)
                {
                    Attributes attr = content.GetComponent <Attributes>();
                    if (attr != null)
                    {
                        attr.unitAttributes = attributes;
                    }
                }

                if (playerUnit != null)
                {
                    playerUnit.unitAttributes = attributes;
                }
            }
        }
コード例 #2
0
ファイル: SplitManager.cs プロジェクト: kyapp69/Multiplier
        private static void Copy(GameUnit original, GameUnit copy)
        {
            copy.isSelected  = original.isSelected;
            copy.isSplitting = original.isSplitting;
            copy.isMerging   = original.isMerging;

            copy.transform.position   = original.transform.position;
            copy.transform.rotation   = original.transform.rotation;
            copy.transform.localScale = original.transform.localScale;
            copy.oldTargetPosition    = original.oldTargetPosition = -Vector3.one * 9999f;
            copy.isDirected           = original.isDirected = false;

            copy.level         = original.level;
            copy.previousLevel = original.previousLevel;
            copy.currentHealth = original.currentHealth;
            copy.maxHealth     = original.maxHealth;
            if (copy.currentHealth > copy.maxHealth)
            {
                copy.currentHealth = copy.maxHealth;
            }
            if (original.currentHealth > original.maxHealth)
            {
                original.currentHealth = original.maxHealth;
            }
            //copy.recoverCooldown = original.recoverCooldown;
            copy.recoverCounter        = original.recoverCounter = 1f;
            copy.speed                 = original.speed;
            copy.attackCooldown        = original.attackCooldown;
            copy.attackCooldownCounter = original.attackCooldownCounter = 0;
            copy.attackPower           = original.attackPower;

            copy.unitAttributes = original.unitAttributes;
            copy.teamColorValue = original.teamColorValue;

            original.SetTeamColor(original.teamColorValue);
            copy.SetTeamColor(copy.teamColorValue);
            copy.teamFaction = original.teamFaction;
        }
コード例 #3
0
        private static void Copy(GameUnit original, GameUnit copy)
        {
            copy.isSelected = original.isSelected;
            copy.isSplitting = original.isSplitting;
            copy.isMerging = original.isMerging;

            copy.transform.position = original.transform.position;
            copy.transform.rotation = original.transform.rotation;
            copy.transform.localScale = original.transform.localScale;
            copy.oldTargetPosition = original.oldTargetPosition = -Vector3.one * 9999f;
            copy.isDirected = original.isDirected = false;

            copy.level = original.level;
            copy.previousLevel = original.previousLevel;
            copy.currentHealth = original.currentHealth;
            copy.maxHealth = original.maxHealth;
            if (copy.currentHealth > copy.maxHealth) {
                copy.currentHealth = copy.maxHealth;
            }
            if (original.currentHealth > original.maxHealth) {
                original.currentHealth = original.maxHealth;
            }
            //copy.recoverCooldown = original.recoverCooldown;
            copy.recoverCounter = original.recoverCounter = 1f;
            copy.speed = original.speed;
            copy.attackCooldown = original.attackCooldown;
            copy.attackCooldownCounter = original.attackCooldownCounter = 0;
            copy.attackPower = original.attackPower;

            copy.unitAttributes = original.unitAttributes;
            copy.teamColorValue = original.teamColorValue;

            original.SetTeamColor(original.teamColorValue);
            copy.SetTeamColor(copy.teamColorValue);
            copy.teamFaction = original.teamFaction;
        }
コード例 #4
0
ファイル: OldSpawner.cs プロジェクト: kyapp69/Multiplier
        public void RpcUnitAttributesSetup(GameObject manager, GameObject playerObject, int colorValue)
        {
            Debug.Log("Setting up unit attributes.");
            GameUnit playerUnit = playerObject.GetComponent <GameUnit>();

            if (playerUnit != null)
            {
                playerUnit.SetTeamColor(colorValue);
            }

            UnitAttributes attributes = manager.GetComponent <UnitAttributes>();

            if (attributes != null && attributes.hasAuthority)
            {
                //CanvasSwitch canvasSwitch = GameObject.FindObjectOfType<CanvasSwitch>() as CanvasSwitch;
                //if (canvasSwitch != null) {
                //	canvasSwitch.unitAttributes = attributes;
                //}

                GameObject content = GameObject.FindGameObjectWithTag("Content");
                if (content != null)
                {
                    Attributes attr = content.GetComponent <Attributes>();
                    if (attr != null)
                    {
                        attr.unitAttributes = attributes;
                    }
                }


                if (playerUnit != null)
                {
                    playerUnit.unitAttributes = attributes;
                    AttributePanelUI attributePanelUI = GameObject.FindObjectOfType <AttributePanelUI>();
                    if (attributePanelUI != null)
                    {
                        foreach (Category cat in Category.Values)
                        {
                            List <LevelRate> levelRate = attributePanelUI.levelingRatesObject.allAttributes[cat.value];
                            switch (cat.value)
                            {
                            case 0:
                                for (int i = 0; i < Attributes.MAX_NUM_OF_LEVELS; i++)
                                {
                                    playerUnit.unitAttributes.healthPrefabList[i] = levelRate[i].rate;
                                }
                                break;

                            case 1:
                                for (int i = 0; i < Attributes.MAX_NUM_OF_LEVELS; i++)
                                {
                                    playerUnit.unitAttributes.attackPrefabList[i] = levelRate[i].rate;
                                }
                                break;

                            case 2:
                                for (int i = 0; i < Attributes.MAX_NUM_OF_LEVELS; i++)
                                {
                                    playerUnit.unitAttributes.speedPrefabList[i] = levelRate[i].rate;
                                }
                                break;

                            case 3:
                                playerUnit.unitAttributes.splitPrefabFactor = levelRate[0].rate;
                                break;

                            case 4:
                                for (int i = 0; i < Attributes.MAX_NUM_OF_LEVELS; i++)
                                {
                                    playerUnit.unitAttributes.mergePrefabList[i] = levelRate[i].rate;
                                }
                                break;

                            case 5:
                                for (int i = 0; i < Attributes.MAX_NUM_OF_LEVELS; i++)
                                {
                                    playerUnit.unitAttributes.attackCooldownPrefabList[i] = levelRate[i].rate;
                                }
                                break;

                            default:
                                Debug.LogError("Cannot process what's going on. Please check code execution flow using debugger and breakpoints set to here.");
                                break;
                            }
                        }
                        playerUnit.UpdateUnitAttributes();
                    }
                }
            }
        }