IEnumerator mapPlacer() { EventDriver eventDrivers = GameObject.FindObjectOfType <EventDriver>(); enemyLeader = eventDrivers.FindParty(); MCMove mcMove = GameObject.FindObjectOfType <MCMove>(); enemyUnitParty = GameObject.Find(enemyLeader).gameObject.GetComponent <UnitParty>(); playerUnitParty = mcMove.gameObject.GetComponent <UnitParty>(); List <string> newEnemyLocations = CalcQuadEnemy(); List <string> newPlayerLocations = CalcQuadPlayer(); for (int j = 0; j < enemyUnitParty.enemyUnits.Count; j++) { Instantiate(enemyUnitParty.enemyUnits[j], GameObject.Find(newEnemyLocations[j]).transform.position + new Vector3(0, 1.4f, 0), setQuaterRotation(0, 0, 0)); enemyUnitParty.enemyUnits[j].GetComponent <Stats>().levelBoost = enemyUnitParty.levelUP; } for (int i = 0; i < playerUnitParty.friendlyUnits.Count; i++) { Instantiate(playerUnitParty.friendlyUnits[i], GameObject.Find(newPlayerLocations[i]).transform.position + new Vector3(0, 1.4f, 0), setQuaterRotation(0, 0, 0)); } goodGo = false; yield return(new WaitForSeconds(0.5f)); gameObject.GetComponent <SpeedCenterTurns>().Ordering(); }
void Start() { unitParty = gameObject.GetComponent <UnitParty>(); unitParty.FriendOrFoe(true); BuildPartyList(); unitParty.CurrentParty(mainMCParty); }
void Start() { unitParty = gameObject.GetComponent <UnitParty>(); unitParty.FriendOrFoe(false); BuildPartyList(); unitParty.CurrentParty(jimParty); unitParty.EnemyLevel(5); }