public Building(buildType type) { switch (type) { case buildType.headquarters: buildable = null; incomeValue = 100; break; case buildType.barracks: buildable = new Unit.unitType[] { Unit.unitType.trooper, Unit.unitType.demolitionSquad, Unit.unitType.samTrooper }; incomeValue = 100; break; case buildType.garage: buildable = new Unit.unitType[] { Unit.unitType.halftrack, Unit.unitType.flameTank, Unit.unitType.heavyTank, Unit.unitType.flakCannon, Unit.unitType.artillery, Unit.unitType.helicopter }; incomeValue = 100; break; case buildType.supplyDepot: buildable = null; incomeValue = 100; break; } }
public static void FactoryConfirm(GameObject factory, buildType type) { if (onFactoryConfirm != null) { onFactoryConfirm(factory, type); } }
public static void FactoryClear(GameObject factory, buildType type) { if (onFactoryClear != null) { onFactoryClear(factory, type); } }
void AIOrder(buildType type) { buildQueue temp = new buildQueue(type, buildTime); buildList.Add(temp); queueLength = buildList.Count; }
void updateIcons(GameObject factory, buildType type) { if (factory.GetComponent <buildLogic>().playerID == playerID) { factoryManager tFManager = factory.GetComponent <factoryManager> (); if (tFManager.buildList.Count < 1) { foreach (GameObject icon in buildIcons) { icon.SetActive(false); } } else { Debug.Log("Stage 3"); int i = 0; foreach (Image icon in GUIIcons) { if (i < tFManager.buildList.Count) { icon.gameObject.SetActive(true); icon.sprite = tFManager.buildList [i].Type.icon; Debug.Log("Icon Updated"); i++; } else { icon.gameObject.SetActive(false); } } } } }
public Block(int gridX, int gridY, buildType gridType, string modelFile, string textureFile) { this.positionX = gridX; this.positionY = gridY; this.blockType = gridType; this.modelPath = modelFile; this.texturePath = textureFile; }
void clearList(GameObject factory, buildType type) { if (factory == this.gameObject) { foreach (buildQueue order in buildList) { eventManager.Collect(order.Type.cost, playerID); } buildList.Clear(); } }
void AIorder(FactoryOrder order) { if (order.ofactory == this.gameObject) { buildType miner = unitSettings.miner1; buildType missile = unitSettings.missile1; buildType mGun = unitSettings.mGun1; buildType utility = unitSettings.repair1; if (order.tLevel == 2) { miner = unitSettings.miner2; missile = unitSettings.missile2; mGun = unitSettings.mGun2; utility = unitSettings.repair2; } if (order.tLevel == 3) { miner = unitSettings.miner3; missile = unitSettings.missile3; mGun = unitSettings.mGun3; utility = unitSettings.repair3; } if (order.tLevel == 5) { miner = unitSettings.minerX; missile = unitSettings.missileX; mGun = unitSettings.mGunX; utility = unitSettings.repairX; } if (order.miner == 1) { AIOrder(miner); } if (order.missile == 1) { AIOrder(missile); } if (order.mgun == 1) { AIOrder(mGun); } if (order.utility == 1) { AIOrder(utility); } } }
/** * @brief parameterised constructor to the block object. Creates a complete block object. * @param * @return * @pre * @post Block will exist */ public Block(int gridX, int gridY, int gridZ, buildType gridType, string modelFile, string textureFile, float gridScale, Vector3 gridRotation) { this.positionX = gridX; this.positionY = gridY; this.positionZ = gridZ; this.blockType = gridType; this.modelPath = modelFile; this.texturePath = textureFile; this.blockScale = gridScale; this.blockRotation = gridRotation; }
public void SetUp() { this.testee = new BuildDefinition(Url); this.buildTypeDto = new buildType { id = "buildId", name = "buildTypeName", description = "buildTypeDescprition", builds = new buildsref { href = "buildsHref" } }; }
public void BuildAt(buildType type, Vector3 pos) { Vector2Int localCoord = WorldToGrid(pos); pos = GridToWorld(localCoord); // snaps to grid if (type == buildType.Demolish) { GameObject obj = refMatrix[localCoord.x][localCoord.y]; Tower tScript = obj.GetComponent <Tower>(); if (tScript != null) { tScript.Demolish(); } else { Destroy(refMatrix[localCoord.x][localCoord.y], 0.01f); } aiMatrix[localCoord.y][localCoord.x] = 0; } else { if (refMatrix[localCoord.x][localCoord.y] == null) { GameObject newObj = null; if (type == buildType.Tower) { newObj = Instantiate(towerPrefab, pos, Quaternion.identity); flowManager.towerList.Add(newObj.GetComponent <Tower>()); flowManager.ChangeGold(-flowManager.towerCost); } else if (type == buildType.Wall) { newObj = Instantiate(wallPrefab, pos, Quaternion.identity); flowManager.ChangeGold(-flowManager.wallCost); } refMatrix[localCoord.x][localCoord.y] = newObj; aiMatrix[localCoord.y][localCoord.x] = 1; Vector3 newPos = newObj.transform.position; newPos.y += newObj.transform.localScale.y / 2; newObj.transform.position = newPos; } } }
void newOrder(GameObject factory, buildType type) { //Debug.Log ("Stage 1"); if (rManager.resource[playerID] > type.cost) { if (factory == this.gameObject) { check = true; if (buildList.Count < 12 && check == true) { buildQueue temp = new buildQueue(type, buildTime); buildList.Add(temp); eventManager.Spend(type.cost, playerID); eventManager.FactoryConfirm(factory, type); check = false; queueLength = buildList.Count; } } } }
public string EnqueueBuild(string csrfToken, Project project) { Thread.Sleep(ArtificialLatency); if (csrfToken.Equals(_csrfToken) == false) { throw new Exception("403 Forbidden: CSRF Header X-TC-CSRF-Token does not match CSRF session value"); } var id = _buildCounter++; // start build _buildTasks.Add(id, new BuildTask(project, id)); return(@$ "<?xml version=" "1.0" " encoding=" "UTF-8" " standalone=" "yes" "?> <build id=" "{id}" " buildTypeId=" "{project}" " state=" "queued" " href=" "/app/rest/buildQueue/id:{id}" " webUrl=" "http://build.server/viewQueued.html?itemId={id}" "> <buildType id=" "enclave_fabric_windows" " name=" "Enclave Windows" " projectName=" "Enclave" " projectId=" "Enclave" " href=" "/app/rest/buildTypes/id:{project}" " webUrl=" "http://build.server/viewType.html?buildTypeId={{projectId}}" "/> <queuedDate>20200614T084618+0100</queuedDate> <triggered type=" "user" " date=" "20200614T084618+0100" "> <user username="******"services" " name=" "Services Team" " id=" "1" " href=" "/app/rest/users/id:2" "/> </triggered> <changes href=" "/app/rest/changes?locator=build:(id:{id})" "/>
void marketCache(int ID) { miner1 = mManager.units[1]; miner2 = mManager.units[2]; miner3 = mManager.units[3]; minerX = mManager.units[5]; missile1 = mManager.units[11]; missile2 = mManager.units[12]; missile3 = mManager.units[13]; missile3 = mManager.units[15]; mGun1 = mManager.units[21]; mGun2 = mManager.units[22]; mGun3 = mManager.units[23]; mGun3 = mManager.units[25]; repair1 = mManager.units[31]; repair2 = mManager.units[32]; repair3 = mManager.units[33]; repair3 = mManager.units[35]; }
public factoryIcon(Image Icon, buildType Btype) { icon = Icon; bType = Btype; }
/** * @brief default constructor to the block object * @param * @return * @pre * @post Block will exist */ public Block() { this.blockType = buildType.NullBlock; }
public buildQueue(buildType type, float progress) { Type = type; Progress = progress; }
void Start() { structs[0] = new buildType("unused"); structs[1] = new buildType(HQ); structs[2] = new buildType(powerStation); structs[3] = new buildType(refinery); structs[4] = new buildType("unused"); structs[5] = new buildType(silo); structs[6] = new buildType(recyclingDepot); structs[7] = new buildType(repairDepot); structs[8] = new buildType(gigaFactory); structs[9] = new buildType(researchFacility); structs[10] = new buildType(aircraftFactory); structs[11] = new buildType(wall); structs[12] = new buildType(sentryGun); structs[13] = new buildType("unused"); structs[14] = new buildType("unused"); structs[15] = new buildType(gate); structs[1].cost = HQ_c; structs[2].cost = powerStation_c; structs[3].cost = refinery_c; structs[5].cost = silo_c; structs[6].cost = recyclingDepot_c; structs[7].cost = repairDepot_c; structs[8].cost = gigaFactory_c; structs[9].cost = researchFacility_c; structs[10].cost = aircraftFactory_c; structs[11].cost = wall_c; structs[12].cost = sentryGun_c; structs[15].cost = gate_c; structs[1].prefab = HQ_m; structs[2].prefab = powerStation_m; structs[3].prefab = refinery_m; structs[5].prefab = silo_m; structs[6].prefab = recyclingDepot_m; structs[7].prefab = repairDepot_m; structs[8].prefab = gigaFactory_m; structs[9].prefab = researchFacility_m; structs[10].prefab = aircraftFactory_m; structs[11].prefab = wall_m; structs[12].prefab = sentryGun_m; structs[15].prefab = gate_m; structs[1].icon = HQ_i; structs[2].icon = powerStation_i; structs[3].icon = refinery_i; structs[5].icon = silo_i; structs[6].icon = recyclingDepot_i; structs[7].icon = repairDepot_i; structs[8].icon = gigaFactory_i; structs[9].icon = researchFacility_i; structs[10].icon = aircraftFactory_i; structs[11].icon = wall_i; structs[12].icon = sentryGun_i; structs[15].icon = gate_i; units[0] = new buildType("unused"); units[1] = new buildType(miner1); units[2] = new buildType(miner2); units[3] = new buildType(miner3); units[4] = new buildType("unused"); units[5] = new buildType(minerX); units[6] = new buildType("unused"); units[7] = new buildType("unused"); units[8] = new buildType("unused"); units[9] = new buildType("unused"); units[10] = new buildType("unused"); units[11] = new buildType(missile1); units[12] = new buildType(missile2); units[13] = new buildType(missile3); units[15] = new buildType(missileX); units[16] = new buildType("unused"); units[17] = new buildType("unused"); units[18] = new buildType("unused"); units[19] = new buildType("unused"); units[20] = new buildType("unused"); units[21] = new buildType(mGun1); units[22] = new buildType(mGun2); units[23] = new buildType(mGun3); units[25] = new buildType(mGunX); units[26] = new buildType("unused"); units[27] = new buildType("unused"); units[28] = new buildType("unused"); units[29] = new buildType("unused"); units[30] = new buildType("unused"); units[31] = new buildType(utility1); units[32] = new buildType(utility2); units[33] = new buildType(utility3); units[35] = new buildType(utilityX); units[1].cost = miner1_c; units[2].cost = miner2_c; units[3].cost = miner3_c; units[5].cost = minerX_c; units[11].cost = missile1_c; units[12].cost = missile2_c; units[13].cost = missile3_c; units[15].cost = missileX_c; units[21].cost = mGun1_c; units[22].cost = mGun2_c; units[23].cost = mGun3_c; units[25].cost = mGunX_c; units[31].cost = utility1_c; units[32].cost = utility2_c; units[33].cost = utility3_c; units[35].cost = utilityX_c; units[1].prefab = miner1_m; units[2].prefab = miner2_m; units[3].prefab = miner3_m; units[5].prefab = minerX_m; units[11].prefab = missile1_m; units[12].prefab = missile2_m; units[13].prefab = missile3_m; units[15].prefab = missileX_m; units[21].prefab = mGun1_m; units[22].prefab = mGun2_m; units[23].prefab = mGun3_m; units[25].prefab = mGunX_m; units[31].prefab = utility1_m; units[32].prefab = utility2_m; units[33].prefab = utility3_m; units[35].prefab = utilityX_m; units[1].icon = miner1_i; units[2].icon = miner2_i; units[3].icon = miner3_i; units[5].icon = minerX_i; units[11].icon = missile1_i; units[12].icon = missile2_i; units[13].icon = missile3_i; units[15].icon = missileX_i; units[21].icon = mGun1_i; units[22].icon = mGun2_i; units[23].icon = mGun3_i; units[25].icon = mGunX_i; units[31].icon = utility1_i; units[32].icon = utility2_i; units[33].icon = utility3_i; units[35].icon = utilityX_i; marketCache(); }
/** * @brief Mutator to the block type. * @param intputType type of block * @return * @pre * @post block type will exist */ public void SetBlockType(buildType inputType) { this.blockType = inputType; }