// Use this for initialization public void SetUp(Faction.FactionType p_faction, int ID, GameObject bossObject) { //Set ID playerID = ID; localPlayerObject = bossObject; publicPlayerAttributes = bossObject.GetComponent <PlayerStatistics>(); //Create player UI pieces. 7 pieces. playerPieces = new PlayerPiece[] { Instantiate(playerPeice).GetComponent <PlayerPiece>(), Instantiate(playerPeice).GetComponent <PlayerPiece>(), Instantiate(playerPeice).GetComponent <PlayerPiece>(), Instantiate(playerPeice).GetComponent <PlayerPiece>(), Instantiate(playerPeice).GetComponent <PlayerPiece>(), Instantiate(playerPeice).GetComponent <PlayerPiece>() }; //Set the faction and tell it to set up an income map. faction = Faction.GetNewFaction(p_faction); faction.SetUp(); //Setup playerPieces SetUpPieces(); //points pk = new PointKeeper(); publicPlayerAttributes.CmdSetPoints(20); //Shipping & terraform upgrade levels shipping = faction.GetDefaultShipping(); current_upgrade_terraform = 0; //Starting list of "built upon" coordinates is empty buildingLocs = new List <Coordinate>(); //Starting cult tracks cd = new CultData(faction.Get_Default_CultData()); publicPlayerAttributes.CmdSetCultStandings(cd.GetLevels()); //Setup UI to start with ui = GameObject.Find("UI").GetComponent <UI_Updater>(); ui.UpdatePlayerBuildingCosts(faction.Get_cost_build_dwelling(), faction.Get_cost_build_TP(), faction.Get_cost_build_temple(), faction.Get_cost_build_sanctuary(), faction.Get_cost_build_stronghold()); ui.UpdatePlayerCultText(cd); //Starting resources and income and update UI resources/income publicPlayerAttributes.CmdSetGold(faction.Starting_gold); publicPlayerAttributes.CmdSetWorkers(faction.Starting_worker); publicPlayerAttributes.CmdSetPriests(faction.Starting_priest); shovel_count = faction.Starting_shovels; CalculateIncome(); tierMagic = faction.GetDefaultMagic(); UpdateMagicPublicVariables(); PointsForTown = 7; //Update the UI after setting up all variables UpdateResourceText(); }
//Method for local player to choose their faction. public void SetChosenFaction(int faction) { chosenFaction = (Faction.FactionType)faction; localPlayer.SetFaction((Faction.FactionType)faction); //Now change UI for player to display chosen faction information if (currentDisplayedDescription != null) { currentDisplayedDescription.SetActive(false); } currentDisplayedDescription = factionDescriptionsObject.GetChild(faction).gameObject; currentDisplayedDescription.SetActive(true); }
void Update() { //Check for changes. if (correspondingPlayer.PlayerFaction != currentFaction) { currentFaction = correspondingPlayer.PlayerFaction; UpdateLobbyEntity(); } if (correspondingPlayer.IsReady != isReady) { isReady = correspondingPlayer.IsReady; UpdateReadyAesthetic(); } }
public void SetCorrespondingPlayer(PlayerNetworked playerNetworked) { correspondingPlayer = playerNetworked; currentFaction = correspondingPlayer.PlayerFaction; UpdateLobbyEntity(); }
public void Cmd_SetFaction(Faction.FactionType i) { PlayerFaction = i; }
public string SetFaction(Faction.FactionType i) { Cmd_SetFaction(i); return(Faction.GetFaction(i)); }