public void CreateFactory(Factory fact, mapPiece land) { land.AddFactory(fact, clientName); UpdateServerMapPiece(land.DataInfo()); }
public void SetCurrentMapPiece(mapPiece land) { currentLand = land; }
private void CreateMapPartExtras(GameObject go) { // Debug.Log("Made map part extras"); mapPiece mapPart = go.GetComponent <mapPiece>(); if (mapPart.getResourceCount() > 0) { GameObject factory = Instantiate(factoryPrefab, go.transform) as GameObject; } // Create algorithm to find out which factory piece to use. bool hasRight = mapPart.rightStrength() > 0; bool hasTop = mapPart.topStrength() > 0; bool hasLeft = mapPart.leftStrength() > 0; bool hasBottom = mapPart.bottomStrength() > 0; if (!(hasRight || hasTop || hasLeft || hasBottom)) { return; } int frontNum = 0; int rot = 0; if (hasRight) { frontNum++; } if (hasTop) { frontNum++; } if (hasLeft) { frontNum++; } if (hasBottom) { frontNum++; } if (frontNum == 1) { frontNum = 0; } if (frontNum == 2 && ((hasRight && hasLeft) || (hasTop && hasBottom))) { frontNum--; } if (frontNum == 1 && (hasTop && hasBottom)) { rot = 1; } if (frontNum == 2) { if (!hasTop) { rot += 2; if (hasRight) { rot++; } } else { if (!hasRight) { rot++; } } } if (frontNum == 3) { if (!hasRight) { rot++; } if (!hasTop) { rot += 2; } if (hasLeft) { rot += 3; } } if (!clientName.Equals(mapPart.getOwner())) // is Enemy { frontNum += 5; } SetImage(go, frontlines[frontNum], rot); }