public void MoveUnitToOtherArmy(int unitIndex, Army targetArmy, int amount) { if ((units.Count - 1) < unitIndex) { UnityEngine.Debug.LogError("Unit which you want to move to other army is null! count: " + (units.Count - 1) + " index: " + unitIndex); return; } if (amount > units[unitIndex].amount) { UnityEngine.Debug.LogError("There aren't enough units to move!"); return; } targetArmy.AddUnit(new UnitInstance(units[unitIndex].GetUnit(), amount)); RemoveUnitAtIndex(unitIndex, amount); if (ArmyUI.GetCurrentWorldAgentArmy() != null) { UIManager.instance.WorldAgentPanel.GetArmyUI().Refresh(ArmyUI.GetCurrentWorldAgentArmy()); } if (CityUI.GetCurrentBuildingArmy() != null) { CityUI.instance.GetArmyUI().Refresh(CityUI.GetCurrentBuildingArmy()); } else if (UtilityBuildingUI.GetCurrentBuildingArmy() != null) { UtilityBuildingUI.instance.GetArmyUI().Refresh(UtilityBuildingUI.GetCurrentBuildingArmy()); } }
public void AddUnitToMyArmy(Unit unit, int amount) { army.AddUnit(new UnitInstance(unit, amount)); if (MyCountry.isPlayerCountry) { UIManager.instance.WorldAgentPanel.GetArmyUI().Refresh(army); } }
public void Buy() { army.AddUnit(new UnitInstance(unit, amount)); armyUI.Refresh(army); CountryManager.instance.PlayerCountry.Inventory.PayRequirements(unit.buyRequirements, amount); AudioManager.instance.ClickButton(); }
protected void AddStartArmy() { for (int i = 0; i < startingUnits.Count; i++) { army.AddUnit(new UnitInstance(startingUnits[i].unit, startingUnits[i].amount)); } startingUnits.Clear(); }
/// <summary> /// The player will buy units /// </summary> /// <param name="number">number of units to buy</param> /// <param name="unit">type of units to buy</param> public void BuyUnit(int number, Unit unit) { if (!(unit is Minion)) { if (CanBuyUnit(number, unit)) { wood -= number * unit.GetWoodCost(); food -= number * unit.GetFoodCost(); iron -= number * unit.GetIronCost(); population += number * unit.GetPopulationCost(); reserveArmy.AddUnit(number, unit); SoundManager.instance.RandomizeSfx(this.BuildUnitSound); } } }
public void AddUnit(Army army) { Console.Write("Enter a name:"); String name = Console.ReadLine(); Console.Write("Enter a health:"); int health = Convert.ToInt32(Console.ReadLine()); Console.Write("Enter a maxHealth:"); int maxHealth = Convert.ToInt32(Console.ReadLine()); int elementID; do { Console.Write("Enter a index element:"); elementID = Convert.ToInt32(Console.ReadLine()); } while (elementID > Elements.Count - 1); Console.Write("Enter a basic attack:"); int attack = Convert.ToInt32(Console.ReadLine()); army.AddUnit(new Unit(name, health, maxHealth, Elements[elementID], attack)); }