// Unity methods void Start() { // Start mouseDirection at (0,0) curGesture = new Vector2(0.0f, 0.0f); // Start the selection at (0,0) curSelection = new Vector2(0.0f, 0.0f); // Grab the team object components teamBuyList = FindObjectOfType <PurchaseList>(); teamTeamSpawnerSpawner = FindObjectOfType <TeamSpawner> (); // Find the radial buttons GetChildButtons(); // Hide the cursor when we open Cursor.visible = false; // Grab the current position of the mouse oldMousePos = Input.mousePosition; // Slowdown the game speed oldTimeScale = Time.timeScale; Time.timeScale = slowdownFactor; }
public void init(TeamSpawner sp, Transform[] positions, Transform moveFinalTarget) { this.moveFinalTarget = moveFinalTarget; spawnerModel = sp; spawnPositions = positions; spawnNext(); }
protected MobSpawn GetSeedChar(BaseMapGenContext map, SpawnList <MobSpawn> specialMobs) { //the contents of that theme can be selected randomly, MobSpawn seedSpawn = null; //or, to add some sensibility, make it seeded from a random spawn that can already be found in the map if (map.TeamSpawns.CanPick) { TeamSpawner spawn = map.TeamSpawns.Pick(map.Rand); if (spawn != null) { List <MobSpawn> exampleList = spawn.ChooseSpawns(map.Rand); if (exampleList.Count > 0) { seedSpawn = exampleList[map.Rand.Next(exampleList.Count)]; } } } //choose the spawn, then seed the theme with it //the theme will take the aspects of the seedspawn and then be ready to spit out a list if (seedSpawn == null && specialMobs.CanPick) { seedSpawn = specialMobs.Pick(map.Rand); } return(seedSpawn); }
void Awake() { ph = GetComponent <PhotonView>(); spawner = GetComponent <TeamSpawner>(); myAI = new List <AI_GroundAttack>(); }
public CombatFlow spawnPlayer(int teamNum, bool isAI = false) { CombatFlow newSpawn = null; if (!isAI) { localTeam = CombatFlow.convertNumToTeam((short)teamNum); spawnUIPanel.SetActive(false); } Debug.Log("Spawning player on team: " + teamNum + ", isAI: " + isAI); // call almost all of this at runtime after player selects team if (playerPrefab == null) { Debug.LogError("<Color=Red><a>Missing</a></Color> playerPrefab Reference. Please set it up in GameObject 'Game Manager'", this); } else { Debug.LogFormat("We are Instantiating LocalPlayer from {0}", Application.loadedLevelName); // we're in a room. spawn a character for the local player. it gets synced by using PhotonNetwork.Instantiate Debug.Log("LocalPlayerInstance: " + TeamSpawner.localPlayerInstance); if (TeamSpawner.localPlayerInstance == null || isAI) { //PhotonNetwork.Instantiate(this.playerPrefab.name, spawnPoint.position, Quaternion.identity, 0); TeamSpawner spawner = getSpawnerByNum(teamNum); GameObject playerObj; if (isAI) { playerObj = spawner.spawnPlayer(playerPrefab, "Jeff", false); Debug.Log("Spawning AI"); spawner.setPlayerAsAI(playerObj); //playerObj.name = "Jeff"; } else { playerObj = spawner.spawnPlayer(playerPrefab, PhotonNetwork.NickName); spawner.setPlayerAsControllable(playerObj); localPlayer = playerObj; playerObj.name = PhotonNetwork.NickName; playerSpawnEvent.Invoke(); } newSpawn = playerObj.GetComponent <CombatFlow>(); //spawner.setPlayerAsControllable(playerObj); //localPlayer = playerObj; } } return(newSpawn); }
// Use this for initialization void Start() { // Grab the Camera for the scene, the first one is the one we want mainCam = Camera.main; // Grab the TeamSpawner component off of the TeamGameObject playersSpawner = playersTeamObject.GetComponent <TeamSpawner>(); // Grab the PurchaseList off of the TeamGameObject playersAvailableUnits = playersTeamObject.GetComponent <PurchaseList>(); theCanvas = FindObjectOfType <Canvas> (); }
private TeamSpawner getSpawnerByTeam(CombatFlow.Team team) { TeamSpawner returnObj = null; for (int i = 0; i < teamSpawnerCollections.Length; i++) { TeamSpawner current = teamSpawnerCollections[i].GetComponent <TeamSpawner>(); if (current.team == team) { returnObj = current; } } return(returnObj); }
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>> }