public void CreateNewUnit(string name, string type, int xpos, int zpos, int hp, int maxhp, int basemaxhp, int stm, int basestm, float spd, float basespd, float init, float baseinit) { GameObject FreshUnit = Instantiate(Unitmold, transform.position, transform.rotation); UnitData = FreshUnit.GetComponent<BlankUnit>(); FreshUnit.name = name; Debug.Log(UnitData.ToString()); UnitData.ChangeString("name", name); UnitData.ChangeIntStat("stm", stm); UnitData.ChangeFloatStat("spd", spd); UnitData.ChangeFloatStat("init", init); _gridm.GridPosition(FreshUnit, xpos, zpos); Debug.Log("Created a " + UnitData._stats.Name + " with type " + UnitData._stats.Type + "with " + UnitData._stats.Hp.ToString() + " out of " + UnitData._stats.Maxhp.ToString() + ". It has " + UnitData._stats.Initiative.ToString() + " INI, " + UnitData._stats.Speed.ToString() + " SPD, " + UnitData._stats.Stamina.ToString() + " STA, at pos" + UnitData._stats.XPos.ToString() + "," + UnitData._stats.ZPos.ToString()); }
void Start() { GameObject FreshUnit = Instantiate(Unitmold, transform.position, transform.rotation); UnitData = FreshUnit.GetComponent<BlankUnit>(); FreshUnit.name = "Trashman"; Debug.Log(UnitData.ToString()); for (int i = 0; i < Enum.GetNames(typeof(UnitStats)).Length; i++) { switch((int)) } UnitData.ChangeString("name", "Trashman"); UnitData.ChangeIntStat("stm", 2); UnitData.ChangeFloatStat("spd", 5); UnitData.ChangeFloatStat("init", 6); UnitData.ChangePos(1, 1); _gridm.GridPosition(FreshUnit, 1, 1); Debug.Log("Started with creating a " + UnitData._stats.Name + " with type " + UnitData._stats.Type + "with " + UnitData._stats.Hp.ToString() + " out of " + UnitData._stats.Maxhp.ToString() + ". It has " + UnitData._stats.Initiative.ToString() + " INI, " + UnitData._stats.Speed.ToString() + " SPD, " + UnitData._stats.Stamina.ToString() + " STA, at pos" + UnitData._stats.XPos.ToString() + "," + UnitData._stats.ZPos.ToString()); }