public Unit CreateUnit(Tile t, Unit u, bool explosion) { Unit g; //if there is a unit on the tile if (t.Resident != null) { return(null); //if the tile is empty } else { //make a new unit at the tile g = (Unit)Instantiate(u); g.CurrentTile = t; g.SetTile(t); g.ClickToTile(t); //g.Moved=true; g.Player = CurrTurn; if (explosion) { ((GameObject)Instantiate(Resources.Load("Prefabs/TurretBulletExplosion", typeof(GameObject)), g.transform.position, g.transform.rotation)).transform.parent = g.CurrentTile.transform; } //* Aesthetics for the spawning *// t.audio.PlayOneShot(spawnUnitNoise); AscendLight al = (AscendLight)((GameObject)Instantiate(Resources.Load("prefabs/AscendLight"))).GetComponent("AscendLight"); al.setTile(t); al.OneShot(); } return(g); }
override public void Update() { //oscillate the glow intensity if (glowLight) { glowLight.intensity += (-glowLight.intensity + .45f) / 15; } if (run) { return; } //if ascendlights have not been created yet, create them on the surrounding tiles Tile t = u.CurrentTile; for (int i = 0; i < t._adjacentTiles.Length; i++) { if (!t._adjacentTiles[i] || !t._adjacentTiles[i].Above) { continue; } AscendLight al = (AscendLight)t._adjacentTiles[i].GetComponentInChildren(typeof(AscendLight)); if (al) { al.attachShrine(this); continue; } //create it on the tiles around the shrine al = (AscendLight)((GameObject)Instantiate(Resources.Load("Prefabs/AscendLight"))).GetComponent("AscendLight"); al.setTile(t._adjacentTiles[i]); al.attachShrine(this); //create it on the tiles above, as well, if applicable if (t._adjacentTiles[i].Above) { AscendLight al2 = (AscendLight)((GameObject)Instantiate(Resources.Load("Prefabs/AscendLight"))).GetComponent("AscendLight"); al2.setTile(t._adjacentTiles[i].Above); al2.attachShrine(this); al.Above = al2; } } run = true; }