private DefaultUnitModel GetModelForWave(int currentWaveIndex, UnitSettings unitUpgradeSettings)
    {
        var model = new DefaultUnitModel(_unitSettings.Health + unitUpgradeSettings.Health * currentWaveIndex,
                                         _unitSettings.Damage + unitUpgradeSettings.Damage * currentWaveIndex,
                                         _unitSettings.Gold + unitUpgradeSettings.Gold * currentWaveIndex,
                                         _unitSettings.Speed + unitUpgradeSettings.Speed * currentWaveIndex);

        return(model);
    }
Exemplo n.º 2
0
    public virtual UnitBase Spawn(DefaultUnitModel model, UnitPath path, Transform parent)
    {
        var pathMapper = new UnitPath.UnitPathMapper(path);
        var data       = new DefaultUnitVisual.DefaultUnitVisualFactoryData(pathMapper.MapPoint(0.0f), Quaternion.LookRotation(pathMapper.MapDirection(0.0f)), parent);

        var unitVisual = _defaultUnitVisualFactory.Create(data);
        var unit       = _defaultUnitFactory.Create(unitVisual, model, path);

        return(unit);
    }
Exemplo n.º 3
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 public DefaultUnit(DefaultUnitVisual visual, DefaultUnitModel model, UnitPath path) : base(visual, model)
 {
     _pathMapper = new UnitPath.UnitPathMapper(path);
 }