public void SpawnPlayerUnits() { int offsetX = (map.mapSizeX / 2) - (map.mapSizeX / 4); int offsetZ = 7; for (int i = 0; i < playerUnits.units.Count; i++) { if (playerUnits.isOnBattleField[i]) { CreachureStats creachure = playerUnits.units[i]; GameObject spawned = GameObject.Instantiate(Resources.Load("BattlePlayerUnit")) as GameObject; BattleUnit battleUnit = spawned.GetComponent <BattleUnit>(); PlayerBattleList.Add(battleUnit); BattleOrder.Add(battleUnit); int tileX = playerUnits.BattleFieldIndex[i] / 6 + offsetX; int tileZ = playerUnits.BattleFieldIndex[i] % 6 + offsetZ; battleUnit.tileX = tileX; battleUnit.tileZ = tileZ; battleUnit.UnitStats = creachure; battleUnit.visionRange = creachure.VisionRange; spawned.transform.position = BattleMap.ConvertTileCoordToWorld(battleUnit.tileX, battleUnit.tileZ); map.tiles[tileX, tileZ].mapObjects.Add(battleUnit); map.visibleObjects.Add(battleUnit); } } }
public void SpawnEnemyUnits() { //TEST int index = 0; int offsetX = (map.mapSizeX / 2) + (map.mapSizeX / 4); int x = 0; int z = 0; foreach (UnitPreset preset in GameSettings.instance.Enemies) { CreachureStats creachure = new CreachureStats(preset); GameObject spawned = GameObject.Instantiate(Resources.Load("EnemyBattle")) as GameObject; spawned.name = "Enemy " + index; index++; BattleUnit battleUnit = spawned.GetComponent <BattleUnit>(); EnemyBattleList.Add(battleUnit); BattleOrder.Add(battleUnit); //UNDONE Check to melee go first int offsetZ = (z / 2); if (z % 2 != 0) { offsetZ++; offsetZ *= -1; } int tileZ = (map.mapSizeZ / 2) - 1 + offsetZ; int tileX = offsetX + x; z++; if (z == 8) { z = 0; x++; } battleUnit.tileX = tileX; battleUnit.tileZ = tileZ; battleUnit.UnitStats = creachure; battleUnit.visionRange = creachure.VisionRange; spawned.transform.position = BattleMap.ConvertTileCoordToWorld(battleUnit.tileX, battleUnit.tileZ); map.tiles[tileX, tileZ].mapObjects.Add(battleUnit); } }