// Use this for initialization void Start() { if (localPlayerAuthority) { structure = this.GetComponent <UnitStructure>(); structure.HP = 500; structure.HPMax = 500; attributeCosts(); //Debug.Log (structure.costs [0]); structure.colorUnit = gameObject.GetComponent <Renderer>().material.color; structure.isInConstruction = true; StartCoroutine(structure.waitConstruction(20f, structure.colorUnit)); //BaseManager.resources -= structure.costs [0]; structure.healthBar = GameObject.Find("HealthBarfor" + gameObject.name); structure.HP_Bar = structure.healthBar.GetComponent <Slider>(); structure.HP_Bar.minValue = 0; structure.HP_Bar.maxValue = structure.HPMax; structure.HP_Bar.value = structure.HP; structure.theName = "Defensive Unit"; //GameObject temp = GameObject.Find("Base"); GameObject temp = GameObject.Find("Base(Clone)"); structure.BaseUnit = temp.GetComponent <BaseManager>(); tempName = gameObject.name.Substring(0, 9); //Debug.Log(tempName); structure.panel = GameObject.Find("BuildPanelfor" + tempName); changePanel(); structure.panel.SetActive(activeMarker); disorientDuration = 10f; rockCooldown = 60; } }
public void upgrade(float upgradeDur) { Debug.Log("upgrading special, step" + structure.upgrades); structure.upgrades++; if (structure.upgrades == 1) { if (BaseManager.resources - structure.costs[4] >= 0) { BaseManager.resources -= structure.costs[4]; BaseManager.notEnough = ""; for (int i = 0; i < resourceFields.Length; i++) { resourceFields[i].GetComponent <ResourceField>().speed = 3; } StartCoroutine(structure.waitConstruction(upgradeDur, structure.colorUnit)); //needs to be 30 for upgrades; upgradeDuration = 20f; repDur = 20f; } else { BaseManager.notEnough = "not enough resources"; } } if (structure.upgrades == 2) { if (BaseManager.resources - structure.costs[4] >= 0) { BaseManager.resources -= structure.costs[4]; BaseManager.notEnough = ""; StartCoroutine(structure.waitConstruction(upgradeDur, structure.colorUnit)); for (int i = 0; i < resourceFields.Length; i++) { resourceFields[i].GetComponent <ResourceField>().speed = 5; } repDur = 15f; upgradeDuration = 15f; } else { BaseManager.notEnough = "not enough resources"; } } Debug.Log("upgrading special"); }
public void upgrade(float upgradeDuration) { structure.upgrades++; Debug.Log("upgrading attacking, step" + structure.upgrades); if (structure.upgrades == 1) { if (BaseManager.resources - structure.costs[3] >= 0) { BaseManager.resources -= structure.costs[3]; BaseManager.notEnough = ""; StartCoroutine(structure.waitConstruction(upgradeDuration, structure.colorUnit)); //needs to be 20; upgradeMultiplier = 2; mudImpactSpeed = 0.6f; mudImpactDuration = 30f; } else { BaseManager.notEnough = "not enough resources"; } } if (structure.upgrades == 2) { if (BaseManager.resources - structure.costs[4] >= 0) { BaseManager.resources -= structure.costs[4]; BaseManager.notEnough = ""; StartCoroutine(structure.waitConstruction(upgradeDuration, structure.colorUnit)); missileCooldown = 15f; RocksMax = 60; RocksMin = 40; } else { BaseManager.notEnough = "not enough resources"; } } }
public void upgrade(float upgradeDuration) { Debug.Log("upgrading defensive, step" + structure.upgrades); structure.upgrades++; if (structure.upgrades == 1) { if (BaseManager.resources - structure.costs[3] >= 0) { BaseManager.resources -= structure.costs[3]; BaseManager.notEnough = ""; StartCoroutine(structure.waitConstruction(upgradeDuration, structure.colorUnit)); //needs to be 30 for upgrades; cloudDuration = 13f; rockPercentageDamage = 30f; } else { BaseManager.notEnough = "not enough resources"; } } if (structure.upgrades == 2) { if (BaseManager.resources - structure.costs[4] >= 0) { BaseManager.resources -= structure.costs[4]; BaseManager.notEnough = " "; StartCoroutine(structure.waitConstruction(upgradeDuration, structure.colorUnit)); cloudDuration = 15f; cloudRadius = 70; rockPercentageDamage = 40f; } else { BaseManager.notEnough = "not enough resources"; } } }
// Use this for initialization void Start() { if (localPlayerAuthority) { resourceFields = new GameObject[3]; resourceFields = GameObject.FindGameObjectsWithTag("resource"); structure = this.GetComponent <UnitStructure>(); structure.HP = 200; structure.HPMax = 200; attributeCosts(); structure.colorUnit = gameObject.GetComponent <Renderer>().material.color; structure.isInConstruction = true; structure.statusUpdater = status(); //Debug.Log(structure.statusUpdater); StartCoroutine(structure.waitConstruction(20f, structure.colorUnit)); BaseManager.resources -= structure.costs[0]; structure.healthBar = GameObject.Find("HealthBarfor" + gameObject.name); structure.HP_Bar = structure.healthBar.GetComponent <Slider>(); structure.HP_Bar.minValue = 0; structure.HP_Bar.maxValue = structure.HPMax; structure.HP_Bar.value = structure.HP; structure.theName = "Special Unit"; //GameObject temp = GameObject.Find("Base"); GameObject temp = GameObject.Find("Base(Clone)"); structure.BaseUnit = temp.GetComponent <BaseManager>(); tempName = gameObject.name.Substring(0, 9); //Debug.Log(tempName); structure.panel = GameObject.Find("BuildPanelfor" + tempName); changePanel(); structure.panel.SetActive(activeMarker); upgradeDuration = 30f; repDur = 30f; repCD = 60f; } }
//bool throwingRocks = false; // Use this for initialization void Start() { if (localPlayerAuthority && hasAuthority) { Debug.Log("BOOM! Attacking Unit Arrived Setting vars!"); structure = this.GetComponent <UnitStructure>(); structure.HP = 250; structure.HPMax = 250; //attributeCosts (); structure.colorUnit = gameObject.GetComponent <Renderer>().material.color; structure.isInConstruction = true; StartCoroutine(structure.waitConstruction(20f, structure.colorUnit)); //needs to be 20; structure.healthBar = GameObject.Find("HealthBarfor" + gameObject.name); structure.HP_Bar = structure.healthBar.GetComponent <Slider>(); structure.HP_Bar.minValue = 0; structure.HP_Bar.maxValue = structure.HPMax; structure.theName = "Attacking Unit"; //GameObject temp = GameObject.Find("Base"); GameObject temp = GameObject.Find("Base(Clone)"); structure.BaseUnit = temp.GetComponent <BaseManager>(); tempName = gameObject.name.Substring(0, 9); // Debug.Log(tempName); structure.panel = GameObject.Find("BuildPanelfor" + tempName); changePanel(); structure.panel.SetActive(activeMarker); targets = new Transform[3]; RocksMin = 20; RocksMax = 40; startAngle = gameObject.transform.rotation.z; co = rockFlurr(); } }
//bool throwingRocks = false; // Use this for initialization void Start() { if (localPlayerAuthority && hasAuthority) { Debug.Log("BOOM! Attacking Unit Arrived Setting vars!"); structure = this.GetComponent<UnitStructure>(); structure.HP = 250; structure.HPMax = 250; //attributeCosts (); structure.colorUnit = gameObject.GetComponent<Renderer>().material.color; structure.isInConstruction = true; StartCoroutine(structure.waitConstruction(20f, structure.colorUnit)); //needs to be 20; structure.healthBar = GameObject.Find("HealthBarfor" + gameObject.name); structure.HP_Bar = structure.healthBar.GetComponent<Slider>(); structure.HP_Bar.minValue = 0; structure.HP_Bar.maxValue = structure.HPMax; structure.theName = "Attacking Unit"; //GameObject temp = GameObject.Find("Base"); GameObject temp = GameObject.Find("Base(Clone)"); structure.BaseUnit = temp.GetComponent<BaseManager>(); tempName = gameObject.name.Substring(0, 9); // Debug.Log(tempName); structure.panel = GameObject.Find("BuildPanelfor" + tempName); changePanel(); structure.panel.SetActive(activeMarker); targets = new Transform[3]; RocksMin = 20; RocksMax = 40; startAngle = gameObject.transform.rotation.z; co = rockFlurr(); } }
// Use this for initialization void Start() { if (localPlayerAuthority) { resourceFields = new GameObject[3]; resourceFields = GameObject.FindGameObjectsWithTag("resource"); structure = this.GetComponent<UnitStructure>(); structure.HP = 200; structure.HPMax = 200; attributeCosts(); structure.colorUnit = gameObject.GetComponent<Renderer>().material.color; structure.isInConstruction = true; structure.statusUpdater = status(); //Debug.Log(structure.statusUpdater); StartCoroutine(structure.waitConstruction(20f, structure.colorUnit)); BaseManager.resources -= structure.costs[0]; structure.healthBar = GameObject.Find("HealthBarfor" + gameObject.name); structure.HP_Bar = structure.healthBar.GetComponent<Slider>(); structure.HP_Bar.minValue = 0; structure.HP_Bar.maxValue = structure.HPMax; structure.HP_Bar.value = structure.HP; structure.theName = "Special Unit"; //GameObject temp = GameObject.Find("Base"); GameObject temp = GameObject.Find("Base(Clone)"); structure.BaseUnit = temp.GetComponent<BaseManager>(); tempName = gameObject.name.Substring(0, 9); //Debug.Log(tempName); structure.panel = GameObject.Find("BuildPanelfor" + tempName); changePanel(); structure.panel.SetActive(activeMarker); upgradeDuration = 30f; repDur = 30f; repCD = 60f; } }
// Use this for initialization void Start() { if (localPlayerAuthority) { structure = this.GetComponent<UnitStructure>(); structure.HP = 500; structure.HPMax = 500; attributeCosts(); //Debug.Log (structure.costs [0]); structure.colorUnit = gameObject.GetComponent<Renderer>().material.color; structure.isInConstruction = true; StartCoroutine(structure.waitConstruction(20f, structure.colorUnit)); //BaseManager.resources -= structure.costs [0]; structure.healthBar = GameObject.Find("HealthBarfor" + gameObject.name); structure.HP_Bar = structure.healthBar.GetComponent<Slider>(); structure.HP_Bar.minValue = 0; structure.HP_Bar.maxValue = structure.HPMax; structure.HP_Bar.value = structure.HP; structure.theName = "Defensive Unit"; //GameObject temp = GameObject.Find("Base"); GameObject temp = GameObject.Find("Base(Clone)"); structure.BaseUnit = temp.GetComponent<BaseManager>(); tempName = gameObject.name.Substring(0, 9); //Debug.Log(tempName); structure.panel = GameObject.Find("BuildPanelfor" + tempName); changePanel(); structure.panel.SetActive(activeMarker); disorientDuration = 10f; rockCooldown = 60; } }