public void SetUpBuilding(CardName Card, GameObject CardChildGO) //instantiates Batiment_script { //instantiates BuildingStat_script Batiment_script BuildingStat = CardChildGO.AddComponent <Batiment_script>(); BuildingStat.Set_up_batiment_value(Card, ConvertTYPEIItoBatimentType(TYPEII), H_limit, A_limit, Aim_limit, SpawnTime); }
//UI update Methods public void Intel_UI_update(GameObject Object) { //Find object type and display according to switch (WhatKindOfObjectIsThisOne(Object)) { case TokenType.Default: Debug.Log("Object Type cannot be defined"); break; case TokenType.Unit: Unit_script UnitValues = Object.GetComponent <Unit_script>(); //Display Image_icon.material = Resources.Load <Material>("Textures/UI_" + UnitValues.type); TYPE_text.text = UnitValues.type.ToString(); HV_text.text = UnitValues.health.ToString(); HL_text.text = UnitValues.H_limit.ToString(); AV_text.text = UnitValues.ammo.ToString(); AL_text.text = UnitValues.A_limit.ToString(); MV_text.text = UnitValues.mvt.ToString(); ML_text.text = UnitValues.M_limit.ToString(); Player_text.text = "P" + UnitValues.Owner.ToString(); break; case TokenType.Building: Batiment_script BuildingValues = Object.GetComponent <Batiment_script>(); //Display Image_icon.material = Resources.Load <Material>("Textures/UI_" + BuildingValues.type); TYPE_text.text = BuildingValues.type.ToString(); HV_text.text = ""; HL_text.text = ""; AV_text.text = ""; AL_text.text = ""; MV_text.text = ""; ML_text.text = ""; Player_text.text = ""; break; case TokenType.Case: Case_script CaseValues = Object.GetComponent <Case_script>(); //Display Image_icon.material = Resources.Load <Material>("Textures/UI_" + CaseValues.Terrain.name); TYPE_text.text = CaseValues.Terrain.name.ToString(); HV_text.text = "N/A"; HL_text.text = "N/A"; AV_text.text = "N/A"; AL_text.text = "N/A"; MV_text.text = "N/A"; ML_text.text = "N/A"; Player_text.text = CaseValues.Occupation.ToString(); break; } }
public void Attack_B_UI_update(GameObject Object) { if (ElementA != Object && UI_values.Step == UI_Manager_script.StepType.DefineAttacked) { //Find object type and display according to switch (WhatKindOfObjectIsThisOne(Object)) { case TokenType.Default: Debug.Log("Object Type cannot be defined"); break; case TokenType.Unit: Unit_script UnitValues = Object.GetComponent <Unit_script>(); //Display Attacked_icon.material = Resources.Load <Material>("Textures/UI_" + UnitValues.type); Attacked_HV.text = UnitValues.health.ToString(); Attacked_HL.text = UnitValues.H_limit.ToString(); Attacked_AV.text = UnitValues.ammo.ToString(); Attacked_AL.text = UnitValues.A_limit.ToString(); Attacked_MV.text = UnitValues.mvt.ToString(); Attacked_ML.text = UnitValues.M_limit.ToString(); Attacked_Player.text = UnitValues.Owner.ToString(); break; case TokenType.Building: Batiment_script BuildingValues = Object.GetComponent <Batiment_script>(); //Display Attacked_icon.material = Resources.Load <Material>("Textures/UI_" + BuildingValues.type); Attacked_HV.text = BuildingValues.health.ToString(); Attacked_HL.text = BuildingValues.H_limit.ToString(); Attacked_AV.text = BuildingValues.ammo.ToString(); Attacked_AL.text = BuildingValues.A_limit.ToString(); Attacked_MV.text = "N/A"; Attacked_ML.text = "N/A"; Attacked_Player.text = BuildingValues.Owner.ToString(); break; case TokenType.Case: Debug.Log("Case cannot be attacked / No function available"); break; } UI_values.Step = UI_Manager_script.StepType.ReadyAttack; ElementB = Object; } }
public void SD_Perform(int a) { if (UI_values.Step == UI_Manager_script.StepType.ReadySelfDestruct) { //Random function float random_value = 0f; //Success value float success_value = 0f; GameObject SDer = ElementA; if (random_value >= success_value) { switch (WhatKindOfObjectIsThisOne(ElementA)) { case TokenType.Default: Debug.Log("Object Type cannot be defined"); break; case TokenType.Unit: Unit_script Unit_values = SDer.GetComponent <Unit_script>(); //Success? => loose health Unit_values.Change_Health_stock(-10f); break; case TokenType.Building: Batiment_script Building_values = SDer.GetComponent <Batiment_script>(); //Success? => loose health Building_values.Change_Health_stock(-10f); break; case TokenType.Case: Debug.Log("Case cannot Self-destruct / No function available"); break; } } SD_cancel(1); } }
public void Attack_Perform(int a) { if (UI_values.Step == UI_Manager_script.StepType.ReadyAttack) { //Random function float random_value = 0f; //Success value float success_value = 0f; GameObject Attacker = ElementA; GameObject Attacked = ElementB; //Attacker loses 1 ammo switch (WhatKindOfObjectIsThisOne(ElementA)) { case TokenType.Default: Debug.Log("ElementA Type cannot be defined"); break; case TokenType.Unit: Unit_script UnitValues = ElementA.GetComponent <Unit_script>(); //Call function reducing ammo UnitValues.Change_Ammo_stock(-1f); break; case TokenType.Building: Batiment_script BuildingValues = ElementA.GetComponent <Batiment_script>(); //Call function reducing ammo BuildingValues.Change_Ammo_stock(-1f); break; case TokenType.Case: Debug.Log("Case cannot attack / No function available"); break; } //Attacked might loses 1 health if (random_value >= success_value) { switch (WhatKindOfObjectIsThisOne(ElementB)) { case TokenType.Default: Debug.Log("Object Type cannot be defined"); break; case TokenType.Unit: Unit_script UnitValues = ElementB.GetComponent <Unit_script>(); //Call function reducing ammo UnitValues.Change_Health_stock(-1f); break; case TokenType.Building: Batiment_script BuildingValues = ElementA.GetComponent <Batiment_script>(); //Call function reducing ammo BuildingValues.Change_Health_stock(-1f); break; case TokenType.Case: Debug.Log("Case cannot be attacked / No function available"); break; } } Attack_cancel(1); } }