void Start() { redoublement = false; SU = GameObject.Find("StartBattle").GetComponent<SpawnUnit>(); target = SU.AttackUnit[0]; anim = GetComponent<Animator>(); }
protected override void Start() { base.Start(); units = new List <GameUnit>(); upgradeControl = GetComponent <UpgradeControl>(); spawnUnit = GetComponent <SpawnUnit>(); }
void Start() { SU = GameObject.Find("StartBattle").GetComponent<SpawnUnit>(); EA = this.gameObject.GetComponent<EnemyAttack>(); CurHp = MaxHp; anim = GetComponent<Animator>(); }
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) { var spawn = new SpawnUnit { Prefab = conversionSystem.GetPrimaryEntity(prefab) }; dstManager.AddComponentData(entity, spawn); }
public UnitsArrayAndCounter SelectArrayWithSpawnUnits(SpawnUnit spawnUnit) { switch (spawnUnit) { case SpawnUnit.UNIT_BLUE: return poolUnitsBlue; case SpawnUnit.UNIT_RED: return poolUnitsRed; case SpawnUnit.UNIT_YELLOW: return poolUnitsYellow; } return poolUnitsRed; }
public UnitsArrayAndCounter SelectArrayWithSpawnUnits(SpawnUnit spawnUnit) { switch (spawnUnit) { case SpawnUnit.UNIT_BLUE: return(poolUnitsBlue); case SpawnUnit.UNIT_RED: return(poolUnitsRed); case SpawnUnit.UNIT_YELLOW: return(poolUnitsYellow); } return(poolUnitsRed); }
private void spawnUnit(SpawnUnit unit) { //Debug.Log("WaveController:spawnUnits count="+unit.count); for (int i = 0; i < unit.count; i++) { leftSpawnUnits--; //Debug.Log("WaveController:spawnUnit id="+unit.unitId+" prefabName="+unit.unitInfo.prefabName); Transform pos = _enemyControl.getRandomSpawnPosition(); GameObject instant = GameContext.inst.getPrefabByName(unit.unitInfo.prefabName); Vector3 spawpPos = new Vector3(pos.position.x + UnityEngine.Random.Range(-0.1f, 0.1f), pos.position.y + UnityEngine.Random.Range(-0.1f, 0.1f), pos.position.z); GameObject newUnit = (GameObject)Instantiate(instant, spawpPos, Quaternion.identity); UnitController unitControl = newUnit.GetComponent <UnitController>(); unitControl.init(unit.unitId, Teams.BAD, moveFinalTarget); } }
private void spawnUnit(SpawnUnit unit) { //Debug.Log("WaveController:spawnUnits count="+unit.count); for(int i=0;i<unit.count;i++) { leftSpawnUnits--; //Debug.Log("WaveController:spawnUnit id="+unit.unitId+" prefabName="+unit.unitInfo.prefabName); Transform pos=_enemyControl.getRandomSpawnPosition(); GameObject instant=GameContext.inst.getPrefabByName(unit.unitInfo.prefabName); Vector3 spawpPos=new Vector3(pos.position.x+UnityEngine.Random.Range(-0.1f,0.1f),pos.position.y+UnityEngine.Random.Range(-0.1f,0.1f),pos.position.z); GameObject newUnit = (GameObject)Instantiate(instant,spawpPos,Quaternion.identity); UnitController unitControl= newUnit.GetComponent<UnitController>(); unitControl.init(unit.unitId, Teams.BAD, moveFinalTarget); } }
// Update is called once per frame void Update() { if (gmObject == null) { gmObject = GameObject.Find("GameManager"); buildButton = GameObject.Find("BuildButtonText").GetComponent <BuildButtonPress>(); sendButton = GameObject.Find("SendButtonText").GetComponent <SendButtonPress>(); } else if (gm == null) { gm = gmObject.GetComponent <GameManager>(); } if (myID == "" || myID == "Player(Clone)") { myID = myPN.playerUniqueIdentity; Debug.Log(myID); } else if (mySpawner == null) { if (gm != null) { int myIdx = gm.MyPlayerIndex(myID); if (myIdx == -1) { Debug.Log("My index is not found yet"); } else { if (myIdx == 1) { Debug.Log("Set Spawner"); mySpawner = GameObject.Find("EnemySpawn2").GetComponent <SpawnUnit>(); enemySpawner = GameObject.Find("EnemySpawn1").GetComponent <SpawnUnit>(); myFinish = GameObject.Find("FinishLine1").GetComponent <FinishLine> (); enemyFinish = GameObject.Find("FinishLine2").GetComponent <FinishLine> (); } else if (myIdx == 0) { Debug.Log("Set Spawner"); mySpawner = GameObject.Find("EnemySpawn1").GetComponent <SpawnUnit>(); enemySpawner = GameObject.Find("EnemySpawn2").GetComponent <SpawnUnit>(); myFinish = GameObject.Find("FinishLine2").GetComponent <FinishLine> (); enemyFinish = GameObject.Find("FinishLine1").GetComponent <FinishLine> (); } } } } if (mySpawnID.IsEmpty()) { if (mySpawner != null) { Debug.Log("Set Spawn ID"); mySpawnID = mySpawner.GetComponent <NetworkIdentity> ().netId; mySpawner.sendPlayer = gameObject; enemySpawner.attackPlayer = gameObject; myFinish.SetPlayerToHurt(gameObject, myID); myFinish.SetMyPlayer(myID); enemyFinish.setOtherPlayer(gameObject, myID); } } if (!isLocalPlayer) { return; } else if (gm != null) { if (gm.gameRunning) { if (cursorReset == true) { cursorReset = false; } CheckButtons(); //Checks if any buttons are pressed } else { if (cursorReset == false) { cursorReset = true; Cursor.SetCursor(normalCursor, hotSpot, CursorMode.Auto); Cursor.visible = true; } } } }
void CmdSendUnit(NetworkInstanceId spawnID, string _unitName) { SpawnUnit spawner = NetworkServer.FindLocalObject(spawnID).GetComponent <SpawnUnit> (); spawner.Spawn(_unitName); }
private IEnumerator initUnitSpawn(SpawnUnit unit) { yield return(new WaitForSeconds(unit.time)); spawnUnit(unit); }
public void AddToSpawnList(SpawnUnit vehicle) { spawnList.Add(vehicle); }
private IEnumerator initUnitSpawn(SpawnUnit unit) { yield return new WaitForSeconds(unit.time); spawnUnit(unit); }
public Store() { carier = new Carier(); //<<TEST DATA WeaponInfo weapon1 = new WeaponInfo(); weapon1.force = 3; weapon1.radius = 1f; weapon1.reloadTime = 1f; WeaponInfo weapon2 = new WeaponInfo(); weapon2.force = 2; weapon2.radius = 1f; weapon2.reloadTime = 4f; UnitInfo unit1 = new UnitInfo(); unit1.life = 10; unit1.prefabName = "SimpleUnit"; unit1.id = 0; unit1.armor = 1; unit1.moveSpeed = 2f; unit1.weapon = weapon1; unit1.killCash = 1; unit1.killScore = 2; unit1.viewRadius = 4; UnitInfo unit2 = new UnitInfo(); unit2.life = 5; unit2.prefabName = "FriendlyUnit"; unit2.id = 1; unit2.armor = 1; unit2.moveSpeed = 1.1f; unit2.weapon = weapon2; unit2.killCash = 1; unit2.killScore = 2; unit2.viewRadius = 4; units.Add(unit1); units.Add(unit2); //SPAWNER SpawnerInfo spawner = new SpawnerInfo(); spawner.waves = new SpawnWave[1]; SpawnWave wave1 = new SpawnWave(); wave1.time = 0f; wave1.units = new SpawnUnit[1]; SpawnUnit spawnUnit = new SpawnUnit(); spawnUnit.unitId = 0; spawnUnit.time = 1f; spawnUnit.count = 5; /*SpawnUnit spawnUnit2 = new SpawnUnit (); * spawnUnit2.unitId = 0; * spawnUnit2.time = 3; * spawnUnit2.count = 1;*/ wave1.units.SetValue(spawnUnit, 0); //wave1.units.SetValue (spawnUnit,1); spawner.waves.SetValue(wave1, 0); //spawner.waves.SetValue (wave1, 1); //LEVELS LeveInfo levelInfo = new LeveInfo(); levelInfo.id = 1; levelInfo.info = "TestLevel1"; levelInfo.spawn = spawner; levels.Add(levelInfo); levelInfo = new LeveInfo(); levelInfo.id = 2; levelInfo.info = "TestLevel2"; levelInfo.spawn = spawner; levels.Add(levelInfo); //LEVEL PROGRESS LevelProgress level = new LevelProgress(); level.id = 1; carier.levelsProgress.SetValue(level, 1); //PLAYER playerInfo = new PlayerInfo(); playerInfo.lifes = 3; playerInfo.spawner.spawners = new TeamSpawner[1]; TeamSpawner teamSpawner = new TeamSpawner(); teamSpawner.id = 0; teamSpawner.unitId = 1; teamSpawner.time = 0.5f; playerInfo.spawner.spawners.SetValue(teamSpawner, 0); playerInfo.weaponInfo = new PlayerWeaponInfo(); playerInfo.weaponInfo.force = 4; carier.playerInfo = playerInfo; //TEST DATA>> }
// Sending spawn request to selected building public void SendSpawnRequest(int unitIndex) { SpawnUnit?.Invoke(unitIndex, SpawnParent); }