public void LoadGame() { BinaryFormatter bf = new BinaryFormatter(); FileStream fStream = new FileStream("GameMap.dat", FileMode.Open, FileAccess.Read, FileShare.None); try { GameMap = (Map_01)bf.Deserialize(fStream); } catch { Debug.Log("couldnt load game"); } }
public void Begin() { foreach (GameObject G in GameObject.FindGameObjectsWithTag("Unit")) { Destroy(G); } foreach (GameObject G in GameObject.FindGameObjectsWithTag("Building")) { Destroy(G); } GameMap = new Map_01(); GameMap.NewBattlefield(); TheGame = new GameEngine(); for (int x = 0; x < 20; x++) { for (int y = 0; y < 20; y++) { Map_01 UnitPos = new Map_01(); foreach (MeleeUnit u in GameMap.MeleeList) { if (u != null) { if (x == u.X && y == u.Y) { Vector3 pos; switch (u.team) { case "Blue": pos = new Vector3(x, y, -2); Instantiate(BlueS, pos, Quaternion.Euler(90, 180, 0)); break; case "Yellow": pos = new Vector3(x, y, -2); Instantiate(YellowS, pos, Quaternion.Euler(90, 180, 0)); break; } } } } foreach (RangedUnit u in GameMap.RangedList) { if (u != null) { if (x == u.X && y == u.Y) { Vector3 pos; switch (u.team) { case "Blue": pos = new Vector3(x, y, -2); Instantiate(BlueA, pos, Quaternion.Euler(90, 180, 0)); break; case "Yellow": pos = new Vector3(x, y, -2); Instantiate(YellowA, pos, Quaternion.Euler(90, 180, 0)); break; } } } } for (int i = 0; i < 4; i++) { if (i == 0 || i == 1) { RecourceBuilding u = (RecourceBuilding)GameMap.buildingList[i]; if (x == u.X && y == u.Y) { Vector3 pos; switch (u.Team) { case "Blue": pos = new Vector3(x, y, -2); Instantiate(BlueRec, pos, Quaternion.Euler(90, 180, 0)); break; case "Yellow": pos = new Vector3(x, y, -2); Instantiate(YellowRec, pos, Quaternion.Euler(90, 180, 0)); break; } } } else { Factory u = (Factory)GameMap.buildingList[i]; if (x == u.X && y == u.Y) { Vector3 pos; switch (u.Team) { case "Blue": pos = new Vector3(x, y, -2); Instantiate(BlueFac, pos, Quaternion.Euler(90, 180, 0)); Debug.Log("factory"); break; case "Yellow": pos = new Vector3(x, y, -2); Instantiate(YellowFac, pos, Quaternion.Euler(90, 180, 0)); break; } } } } foreach (Wizard u in GameMap.WizardList) { if (u != null) { if (x == u.X && y == u.Y) { Vector3 pos; switch (u.team) { case "Blue": pos = new Vector3(x, y, -2); Instantiate(BlueW, pos, Quaternion.Euler(90, 180, 0)); break; case "Yellow": pos = new Vector3(x, y, -2); Instantiate(YellowW, pos, Quaternion.Euler(90, 180, 0)); break; } } } } } } //Update }
private void updatebuttons() { foreach (GameObject G in GameObject.FindGameObjectsWithTag("Unit")) { Destroy(G); } Vector3 posP = new Vector3(9, -2, 0); Instantiate(parent, posP, Quaternion.identity); for (int x = 0; x < 20; x++) { for (int y = 0; y < 20; y++) { Map_01 UnitPos = new Map_01(); foreach (MeleeUnit u in GameMap.MeleeList) { if (u != null) { if (x == u.X && y == u.Y) { Vector3 pos; switch (u.team) { case "Blue": pos = new Vector3(x, y, -2); Instantiate(BlueS, pos, Quaternion.Euler(90, 180, 0)); break; case "Yellow": pos = new Vector3(x, y, -2); Instantiate(YellowS, pos, Quaternion.Euler(90, 180, 0)); break; } } } } foreach (RangedUnit u in GameMap.RangedList) { if (u != null) { if (x == u.X && y == u.Y) { Vector3 pos; switch (u.team) { case "Blue": pos = new Vector3(x, y, -2); Instantiate(BlueA, pos, Quaternion.Euler(90, 180, 0)); break; case "Yellow": pos = new Vector3(x, y, -2); Instantiate(YellowA, pos, Quaternion.Euler(90, 180, 0)); break; } } } } for (int i = 0; i < 4; i++) { if (i == 0 || i == 1) { RecourceBuilding u = (RecourceBuilding)GameMap.buildingList[i]; if (x == u.X && y == u.Y) { Vector3 pos; switch (u.Team) { case "Blue": pos = new Vector3(x, y, -2); Instantiate(BlueRec, pos, Quaternion.Euler(90, 180, 0)); break; case "Yellow": pos = new Vector3(x, y, -2); Instantiate(YellowRec, pos, Quaternion.Euler(90, 180, 0)); break; } } } else { Factory u = (Factory)GameMap.buildingList[i]; if (x == u.X && y == u.Y) { Vector3 pos; switch (u.Team) { case "Blue": pos = new Vector3(x, y, -2); Instantiate(BlueFac, pos, Quaternion.Euler(90, 180, 0)); break; case "Yellow": pos = new Vector3(x, y, -2); Instantiate(YellowFac, pos, Quaternion.Euler(90, 180, 0)); break; } } } } foreach (Wizard u in GameMap.WizardList) { if (u != null) { if (x == u.X && y == u.Y) { Vector3 pos; switch (u.team) { case "Blue": pos = new Vector3(x, y, -2); Instantiate(BlueW, pos, Quaternion.Euler(90, 180, 0)); break; case "Yellow": pos = new Vector3(x, y, -2); Instantiate(YellowW, pos, Quaternion.Euler(90, 180, 0)); break; } } } } } } //Update } // displays positions of units and buildings
void Start() { health = (Text)GameObject.Find("Canvas").GetComponentInChildren <Text>(); form1 = (Map_01)GameObject.Find("Main Camera").GetComponent <Map_01>(); }