public virtual void Start() { _startTime = 0; if(Game.IsSinglePlayer()) Island = GetComponent<IslandData>(); }
public static float DominancePercentage(IslandData island) { var friendly = 0; var foes = 0; for (var i = 0; i < island.transform.childCount; ++i) { var ship = island.transform.GetChild(i).gameObject; var otherShipData = ship.GetComponent <ShipData>(); // possibly cachable if (otherShipData == null) { continue; // skip non ship gameobjects } if (otherShipData.PlayerData.uid == island.PlayerData.uid) { ++friendly; } else { ++foes; } } var sum = foes + friendly; return(sum == 0 ? 1f : friendly / (float)sum); }
public void Start() { Registry.Islands.Add(Uid, this.gameObject); InitLineRender(); Island = GetComponent<IslandData>(); cameraMovement = Camera.main.GetComponent<MoveCamera>(); }
public static ArrayList GetEnemyShips(IslandData island, string thisUid) { var enemyShips = new ArrayList(island.transform.childCount - 1); for (var i = 0; i < island.transform.childCount; ++i) { var ship = island.transform.GetChild(i).gameObject; var otherShipData = ship.GetComponent <ShipData>(); // possibly cachable if (otherShipData == null) { continue; // skip non ship gameobjects } if (otherShipData.PlayerData.uid != thisUid) { enemyShips.Add(ship); } } return(enemyShips); }
public static int AmountFriendlyUnits(IslandData island) { var friendly = 0; for (var i = 0; i < island.transform.childCount; ++i) { var ship = island.transform.GetChild(i).gameObject; var otherShipData = ship.GetComponent <ShipData>(); // possibly cachable if (otherShipData == null) { continue; // skip non ship gameobjects } if (otherShipData.PlayerData.uid == island.PlayerData.uid) { ++friendly; } } return(friendly); }
public static float DominancePercentage(IslandData island) { var friendly = 0; var foes = 0; for (var i = 0; i < island.transform.childCount; ++i) { var ship = island.transform.GetChild(i).gameObject; var otherShipData = ship.GetComponent<ShipData>(); // possibly cachable if (otherShipData == null) continue; // skip non ship gameobjects if (otherShipData.PlayerData.uid == island.PlayerData.uid) { ++friendly; } else { ++foes; } } var sum = foes + friendly; return sum == 0 ? 1f : friendly/(float)sum; }
public static ArrayList GetFriendlyShips(IslandData island, string thisUid) { var enemyShips = new ArrayList(island.transform.childCount - 1); for (var i = 0; i < island.transform.childCount; ++i) { var ship = island.transform.GetChild(i).gameObject; var otherShipData = ship.GetComponent<ShipData>(); // possibly cachable if (otherShipData == null) continue; // skip non ship gameobjects if (otherShipData.PlayerData.uid == thisUid) enemyShips.Add(ship); } return enemyShips; }
public static int AmountFriendlyUnits(IslandData island) { var friendly = 0; for (var i = 0; i < island.transform.childCount; ++i) { var ship = island.transform.GetChild(i).gameObject; var otherShipData = ship.GetComponent<ShipData>(); // possibly cachable if (otherShipData == null) continue; // skip non ship gameobjects if (otherShipData.PlayerData.uid == island.PlayerData.uid) { ++friendly; } } return friendly; }