public void CompraUnidades() { //Random rnd = new Random(); int seleccionRandom = Random.Range(0, 5); switch (seleccionRandom) { default: Debug.Log("Se decide no comprar nada"); SiguienteUnidad(); return; case 1: //Se selecciona al caballero Debug.Log("Trata de comprar un caballero"); creaPersonajes.BuyUnit(caballero); break; case 2: //Se selecciona al arquero Debug.Log("Trata de comprar un arquero"); creaPersonajes.BuyUnit(arquero); break; case 3: //Se selecciona al dragón Debug.Log("Trata de comprar un dragón"); creaPersonajes.BuyUnit(dragon); break; case 4: //Se selecciona la aldea Debug.Log("Trata de comprar una aldea"); creaPersonajes.BuyVillage(aldea); break; } }
private void f_Buy_Unit(bool random) { if (random) { int r = UnityEngine.Random.Range(0, 3); switch (r) { case 0: _ch_Craeation.BuyUnit(_blue_knight); break; case 1: _ch_Craeation.BuyUnit(_blue_archer); break; case 2: _ch_Craeation.BuyUnit(_blue_bat); break; default: break; } } else { if (player2Gold < 100) { if (player2Gold >= 80) { _ch_Craeation.BuyUnit(_blue_bat); } else if (player2Gold >= 70) { _ch_Craeation.BuyUnit(_blue_archer); } else { _ch_Craeation.BuyUnit(_blue_knight); } } else { if (player2Gold >= 400) { _ch_Craeation.BuyUnit(_blue_bat); } else if (player2Gold >= 300) { _ch_Craeation.BuyUnit(_blue_archer); } else if (player2Gold >= 200) { _ch_Craeation.BuyUnit(_blue_knight); } } } Tile spawn_tile = null; if (_state.Equals("Normal")) //Spawn unit in a random tile { Tile[] tiles = _ch_Craeation._tiles_to_place_things.ToArray(); spawn_tile = tiles[UnityEngine.Random.Range(0, tiles.Length)]; } else { foreach (Tile t in _ch_Craeation._tiles_to_place_things) { if (_state.Equals("Attack")) //Spawn units near the enemy base { if (spawn_tile == null || Vector2.Distance(_player_house.transform.position, t.transform.position) < Vector2.Distance(_player_house.transform.position, spawn_tile.transform.position)) //DECIDIR CON MAPA DE INFLUENCIA-----------------------------!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*! { spawn_tile = t; } } else if (_state.Equals("Defend")) //Spawn units near your base { if (spawn_tile == null || Vector2.Distance(_player_house.transform.position, t.transform.position) > Vector2.Distance(_player_house.transform.position, spawn_tile.transform.position)) //DECIDIR CON MAPA DE INFLUENCIA-----------------------------!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*! { spawn_tile = t; } } } } if (spawn_tile != null) { spawn_tile.f_Buy_Move(); } }