Exemplo n.º 1
0
    public void SetUpBuilding(CardName Card, GameObject CardChildGO)
    //instantiates Batiment_script
    {
        //instantiates BuildingStat_script
        Batiment_script BuildingStat = CardChildGO.AddComponent <Batiment_script>();

        BuildingStat.Set_up_batiment_value(Card, ConvertTYPEIItoBatimentType(TYPEII), H_limit, A_limit, Aim_limit, SpawnTime);
    }
Exemplo n.º 2
0
    //UI update Methods
    public void Intel_UI_update(GameObject Object)
    {
        //Find object type and display according to
        switch (WhatKindOfObjectIsThisOne(Object))
        {
        case TokenType.Default:
            Debug.Log("Object Type cannot be defined");
            break;

        case TokenType.Unit:
            Unit_script UnitValues = Object.GetComponent <Unit_script>();
            //Display
            Image_icon.material = Resources.Load <Material>("Textures/UI_" + UnitValues.type);
            TYPE_text.text      = UnitValues.type.ToString();
            HV_text.text        = UnitValues.health.ToString();
            HL_text.text        = UnitValues.H_limit.ToString();
            AV_text.text        = UnitValues.ammo.ToString();
            AL_text.text        = UnitValues.A_limit.ToString();
            MV_text.text        = UnitValues.mvt.ToString();
            ML_text.text        = UnitValues.M_limit.ToString();
            Player_text.text    = "P" + UnitValues.Owner.ToString();
            break;

        case TokenType.Building:
            Batiment_script BuildingValues = Object.GetComponent <Batiment_script>();
            //Display
            Image_icon.material = Resources.Load <Material>("Textures/UI_" + BuildingValues.type);
            TYPE_text.text      = BuildingValues.type.ToString();
            HV_text.text        = "";
            HL_text.text        = "";
            AV_text.text        = "";
            AL_text.text        = "";
            MV_text.text        = "";
            ML_text.text        = "";
            Player_text.text    = "";
            break;

        case TokenType.Case:
            Case_script CaseValues = Object.GetComponent <Case_script>();
            //Display
            Image_icon.material = Resources.Load <Material>("Textures/UI_" + CaseValues.Terrain.name);
            TYPE_text.text      = CaseValues.Terrain.name.ToString();
            HV_text.text        = "N/A";
            HL_text.text        = "N/A";
            AV_text.text        = "N/A";
            AL_text.text        = "N/A";
            MV_text.text        = "N/A";
            ML_text.text        = "N/A";
            Player_text.text    = CaseValues.Occupation.ToString();
            break;
        }
    }
Exemplo n.º 3
0
    public void Attack_B_UI_update(GameObject Object)
    {
        if (ElementA != Object && UI_values.Step == UI_Manager_script.StepType.DefineAttacked)
        {
            //Find object type and display according to
            switch (WhatKindOfObjectIsThisOne(Object))
            {
            case TokenType.Default:
                Debug.Log("Object Type cannot be defined");
                break;

            case TokenType.Unit:
                Unit_script UnitValues = Object.GetComponent <Unit_script>();
                //Display
                Attacked_icon.material = Resources.Load <Material>("Textures/UI_" + UnitValues.type);
                Attacked_HV.text       = UnitValues.health.ToString();
                Attacked_HL.text       = UnitValues.H_limit.ToString();
                Attacked_AV.text       = UnitValues.ammo.ToString();
                Attacked_AL.text       = UnitValues.A_limit.ToString();
                Attacked_MV.text       = UnitValues.mvt.ToString();
                Attacked_ML.text       = UnitValues.M_limit.ToString();
                Attacked_Player.text   = UnitValues.Owner.ToString();
                break;

            case TokenType.Building:
                Batiment_script BuildingValues = Object.GetComponent <Batiment_script>();
                //Display
                Attacked_icon.material = Resources.Load <Material>("Textures/UI_" + BuildingValues.type);
                Attacked_HV.text       = BuildingValues.health.ToString();
                Attacked_HL.text       = BuildingValues.H_limit.ToString();
                Attacked_AV.text       = BuildingValues.ammo.ToString();
                Attacked_AL.text       = BuildingValues.A_limit.ToString();
                Attacked_MV.text       = "N/A";
                Attacked_ML.text       = "N/A";
                Attacked_Player.text   = BuildingValues.Owner.ToString();
                break;

            case TokenType.Case:
                Debug.Log("Case cannot be attacked / No function available");
                break;
            }
            UI_values.Step = UI_Manager_script.StepType.ReadyAttack;
            ElementB       = Object;
        }
    }
Exemplo n.º 4
0
    public void SD_Perform(int a)
    {
        if (UI_values.Step == UI_Manager_script.StepType.ReadySelfDestruct)
        {
            //Random function
            float random_value = 0f;
            //Success value
            float success_value = 0f;

            GameObject SDer = ElementA;
            if (random_value >= success_value)
            {
                switch (WhatKindOfObjectIsThisOne(ElementA))
                {
                case TokenType.Default:
                    Debug.Log("Object Type cannot be defined");
                    break;

                case TokenType.Unit:
                    Unit_script Unit_values = SDer.GetComponent <Unit_script>();
                    //Success? => loose health
                    Unit_values.Change_Health_stock(-10f);
                    break;

                case TokenType.Building:
                    Batiment_script Building_values = SDer.GetComponent <Batiment_script>();
                    //Success? => loose health
                    Building_values.Change_Health_stock(-10f);
                    break;

                case TokenType.Case:
                    Debug.Log("Case cannot Self-destruct / No function available");
                    break;
                }
            }
            SD_cancel(1);
        }
    }
Exemplo n.º 5
0
    public void Attack_Perform(int a)
    {
        if (UI_values.Step == UI_Manager_script.StepType.ReadyAttack)
        {
            //Random function
            float random_value = 0f;
            //Success value
            float success_value = 0f;

            GameObject Attacker = ElementA;
            GameObject Attacked = ElementB;
            //Attacker loses 1 ammo
            switch (WhatKindOfObjectIsThisOne(ElementA))
            {
            case TokenType.Default:
                Debug.Log("ElementA Type cannot be defined");
                break;

            case TokenType.Unit:
                Unit_script UnitValues = ElementA.GetComponent <Unit_script>();
                //Call function reducing ammo
                UnitValues.Change_Ammo_stock(-1f);
                break;

            case TokenType.Building:
                Batiment_script BuildingValues = ElementA.GetComponent <Batiment_script>();
                //Call function reducing ammo
                BuildingValues.Change_Ammo_stock(-1f);
                break;

            case TokenType.Case:
                Debug.Log("Case cannot attack / No function available");
                break;
            }
            //Attacked might loses 1 health
            if (random_value >= success_value)
            {
                switch (WhatKindOfObjectIsThisOne(ElementB))
                {
                case TokenType.Default:
                    Debug.Log("Object Type cannot be defined");
                    break;

                case TokenType.Unit:
                    Unit_script UnitValues = ElementB.GetComponent <Unit_script>();
                    //Call function reducing ammo
                    UnitValues.Change_Health_stock(-1f);
                    break;

                case TokenType.Building:
                    Batiment_script BuildingValues = ElementA.GetComponent <Batiment_script>();
                    //Call function reducing ammo
                    BuildingValues.Change_Health_stock(-1f);
                    break;

                case TokenType.Case:
                    Debug.Log("Case cannot be attacked / No function available");
                    break;
                }
            }
            Attack_cancel(1);
        }
    }