public void InitSoldiers() { soldier = new Soldier[16]; soldierPlace = new Soldier[32]; count = 16; SoldierAmount = 16; for (int i = 0; i < 16; i++) { SOLDIER _type = (SOLDIER)Random.Range(1, 5); if (scrTroopsScene.pickedTypes[i] != SOLDIER.NONE) { _type = scrTroopsScene.pickedTypes[i]; } soldier[i] = new Soldier(i, RandomName(), null, 600f, _type); soldier[i].InitHealingHandler(); soldierPlace[i] = soldier[i]; if (soldier[i].type == SOLDIER.SHIELDMAN) { tank[tanksAmount++] = soldier[i]; } } for (int i = 0; i < 32; i++) { int j = i / 8; float basex = -4.75f; float x_spacing = 1.35f; float basey = 2.05f; float y_spacing = 1.35f; basePosition[i] = new Vector3(basex + ((i * x_spacing) - j * (8 * x_spacing)), basey - j * y_spacing); } }
public Soldier(int _myid, string _name, GameObject _frame, float _maxHealth, SOLDIER _type) { myID = _myid; core = GameCore.Core; frame = _frame; myName = _name; maxHealth = _maxHealth; type = _type; health = maxHealth; ApplySoldierType(); effectSystem = new SoldierEffectSystem(this); }