public void load() { /// Поместили данные в сисок string. List <temm> data = LoadTxt.loadTxt("map1.txt"); /// Количество полков команды, которую рассаматриваем. int com_length = NumCommandReg(1, command); for (int i = 0; i < data.Count; i++) { tbregiment temp = new tbregiment(); temp.make(data[i]); tbdata.temp.Add(temp); } }
void Start() { /// Для обработки количества убитых в тестах солдат using (StreamReader reader = File.OpenText("Count.txt")) { string h = null; while ((h = reader.ReadLine()) != null) { VDU = Convert.ToInt32(h); } } /// Загружаем характеристики солдат // Пока пустое StaticLoad.load(); // Паралельно считывание из файлов: /// Загружаем стартовую расстановку полков List <temm> reader1 = LoadTxt.loadTxt("map1.txt"); loadRegiment LoadRegiment = new loadRegiment(LoadTxt.number); for (int i = 0; i < reader1.Count; i++) { regStat t = new regStat(); mainStatic.regiment_stat.Add(t); LoadRegiment.addregiment(reader1[i].x); } LoadRegiment.numReg = LoadTxt.number; // Загружаем предметы List <temm> reader2 = LoadTxt.loadTxt("item.txt"); loadItem LoadItem = new loadItem(LoadTxt.number); for (int i = 0; i < reader2.Count; i++) { LoadItem.additem(reader2[i].x); } //Загружаем типы солдат и их описание List <temm> reader3 = LoadTxt.loadTxt("soldiers.txt"); loadSoldiers LoadSoldier = new loadSoldiers(LoadTxt.number); for (int i = 0; i < reader3.Count; i++) { LoadSoldier.addSold(reader3[i].x); } // Тут корректно /// Конец паралельных вычислений в блоке /// Здесь считаем что одето на юнита и какие параметры ему это меняет CalculateSoldParam SoldParameters = new CalculateSoldParam(LoadSoldier.temp); SoldParameters.Calc(LoadSoldier, LoadItem); /// Считывает файл с оферским составом List <temm> reader4 = LoadTxt.loadTxt("officer.txt"); loadOfficer LoadOfficer = new loadOfficer(LoadTxt.number); for (int i = 0; i < reader4.Count; i++) { LoadOfficer.addOfficer(reader4[i].x); } LoadOfficer.ReCalculate(LoadItem); // Уникальное id солдата int n_obj = 0; // Здесь нехорошо, перекладываем данные из LoadData в mainStatic.regiment_stat // Попытка переделать - закоменченный скрипт Load Batle // Цикл по количеству полков mainStatic.panic_regiment_stat = new List <regStat>(); for (int n = 0; n < LoadRegiment.numReg; n++) { LoadRegiment.putregiment(n); mainStatic.regiment_stat[n].orderBack = false; mainStatic.regiment_stat[n].orderForw = false; mainStatic.regiment_stat[n].orderRotL = false; mainStatic.regiment_stat[n].orderRotW = false; mainStatic.regiment_stat[n].archAlone = false; mainStatic.regiment_stat[n].archTotewer = false; mainStatic.regiment_stat[n].angle = LoadRegiment.angle[n]; mainStatic.regiment_stat[n].regFirstLine = LoadRegiment.w[n]; mainStatic.regiment_stat[n].regPosition.x = LoadRegiment.x[n]; mainStatic.regiment_stat[n].regPosition.y = LoadRegiment.y[n]; mainStatic.regiment_stat[n].regPosition.z = LoadRegiment.z[n]; mainStatic.regiment_stat[n].figthMas = new List <int>(); mainStatic.regiment_stat[n].prim_soldier_count = LoadRegiment.size[n]; mainStatic.regiment_stat[n].soldier_count = LoadRegiment.size[n]; mainStatic.regiment_stat[n].typeSoldiers = new int[10]; mainStatic.regiment_stat[n].Position_Reg = new Vector3[4]; // Передаем данные п статический массив int t_x, t_z; t_x = t_z = 0; int ccount = 0; // Индекс установленных уже солдат int cc = 0; // Индекс типов солдат // Создаем солдат в построении for (int i = 0; i < LoadRegiment.size[n]; i++) { if (ccount < LoadRegiment.sol[n][cc].num) { ccount++; } else { cc++; ccount = 0; } if (t_x == LoadRegiment.w[n]) { t_x = 0; t_z++; } Vector3 v, v2; float tx = 0; float tz = 0; v.y = 0f; v.x = t_x * 3; v.z = t_z * 3 * (-1); tx = v.x - LoadRegiment.w[n] / 2 * 3; tz = v.z; float a = LoadRegiment.angle[n]; /// Сначала расставляем, потом поворачиваем на a v.x = tx * Mathf.Cos(a) + tz * Mathf.Sin(a); v.z = -tx *Mathf.Sin(a) + tz * Mathf.Cos(a); v2.x = v.x + LoadRegiment.x[n]; v2.y = 0f;// v.y + LoadRegiment.y[n]; v2.z = v.z + LoadRegiment.z[n]; int kk; if (SoldParameters.spearman[LoadRegiment.sol[n][cc].id] == true) { kk = 2; } else { if (SoldParameters.arch[LoadRegiment.sol[n][cc].id] == true) { kk = 3; } else { kk = 1; } } mainStatic.regiment_stat[n].soldiers.Add(Instantiate(objects[kk], v2, Quaternion.identity * Quaternion.AngleAxis(a, new Vector3(0, 0, 0))).GetComponent <UnitSoldiers>()); if (SoldParameters.spearman[LoadRegiment.sol[n][cc].id] == true) { mainStatic.regiment_stat[n].soldiers[i].unitType = 2; } else { if (SoldParameters.arch[LoadRegiment.sol[n][cc].id] == true) { mainStatic.regiment_stat[n].soldiers[i].unitType = 3; } else { mainStatic.regiment_stat[n].soldiers[i].unitType = 1; } } mainStatic.regiment_stat[n].soldiers[i].new_position = v2; mainStatic.regiment_stat[n].soldiers[i].listItem = SoldParameters.itemList[LoadRegiment.sol[n][cc].id]; Debug.Log("-----------"); Debug.Log(n); //Debug.Log (SoldParameters.archer[n-1]); mainStatic.regiment_stat[n].soldiers[i].archer = SoldParameters.archer[LoadRegiment.sol[n][cc].id]; mainStatic.regiment_stat[n].soldiers[i].spearman = SoldParameters.spearman[LoadRegiment.sol[n][cc].id]; mainStatic.regiment_stat[n].soldiers[i].k1 = t_x; mainStatic.regiment_stat[n].soldiers[i].k2 = t_z; mainStatic.regiment_stat[n].soldiers[i].angle = LoadRegiment.angle[n]; mainStatic.regiment_stat[n].soldiers[i].matrix_position = new Vector3(v.x, v.y, v.z); mainStatic.regiment_stat[n].soldiers[i].gl_number = n_obj; mainStatic.regiment_stat[n].soldiers[i].numSoldier = i; mainStatic.regiment_stat[n].soldiers[i].numReg = n; if (mainStatic.regiment_stat[n].command == 0) { if (SoldParameters.arch[LoadRegiment.sol[n][cc].id] == true) { //mainStatic.regiment_stat[n].soldiers[i].transform.GetComponent<MeshRenderer>().material.color = Color.green; } //else //mainStatic.regiment_stat[n].soldiers[i].transform.GetComponent<MeshRenderer>().material.color = Color.blue; } else { if (SoldParameters.arch[LoadRegiment.sol[n][cc].id] == true) { //mainStatic.regiment_stat[n].soldiers[i].transform.GetComponent<MeshRenderer>().material.color = Color.yellow; } //else //mainStatic.regiment_stat[n].soldiers[i].transform.GetComponent<MeshRenderer>().material.color = Color.red; } // Указали номер, в котором mainStatic.regiment_stat[n].soldiers[i].numReg = n; mainStatic.regiment_stat[n].soldiers[i].command = mainStatic.regiment_stat[n].command; /// Должны передать параметры id солдата mainStatic.regiment_stat[n].soldiers[i].attack = 17; // SoldParameters.damage[LoadRegiment.sol[n][cc].id]; mainStatic.regiment_stat[n].soldiers[i].defence = 3; //SoldParameters.defens[LoadRegiment.sol[n][cc].id]; mainStatic.regiment_stat[n].soldiers[i].power = SoldParameters.power[LoadRegiment.sol[n][cc].id]; if (mainStatic.regiment_stat[n].soldiers[i].getObject().GetComponent <UnitArcher>() != null) { mainStatic.regiment_stat[n].soldiers[i].getObject().GetComponent <UnitArcher>().archerSkill = SoldParameters.archerSkill[LoadRegiment.sol[n][cc].id]; mainStatic.regiment_stat[n].soldiers[i].archer = SoldParameters.arch[LoadRegiment.sol[n][cc].id]; mainStatic.regiment_stat[n].soldiers[i].getObject().GetComponent <UnitArcher>().archerType = SoldParameters.arcType[LoadRegiment.sol[n][cc].id]; mainStatic.regiment_stat[n].soldiers[i].getObject().GetComponent <UnitArcher>().archerPower = SoldParameters.achPower[LoadRegiment.sol[n][cc].id]; } mainStatic.regiment_stat[n].soldiers[i].IdSoldiers = SoldParameters.soldierId[LoadRegiment.sol[n][cc].id]; t_x++; n_obj++; } } for (int t = 0; t < LoadRegiment.numReg; t++) { mainStatic.updateRegimentPosition(t); } mainStatic.all_officers = new List <UnitOfficer>(); int OfCount = 0; for (int j = 0; j < LoadOfficer.temp; j++) { UnitSoldiers temp = new UnitSoldiers(); temp.position = new Vector3(LoadOfficer.x[j], LoadOfficer.y[j], LoadOfficer.z[j]); temp.angle = LoadOfficer.angle[j]; mainStatic.all_officers.Add(Instantiate(officer_test, new Vector3(LoadOfficer.x[j], LoadOfficer.y[j], LoadOfficer.z[j]), Quaternion.identity).GetComponent <UnitOfficer>()); if (LoadOfficer.command[j] == 0) { //mainStatic.all_officers[j].transform.GetComponent<MeshRenderer>().material.color = Color.blue; } else { //mainStatic.all_officers[j].transform.GetComponent<MeshRenderer>().material.color = Color.green; } mainStatic.all_officers[j].GetSoldiers().position = new Vector3(LoadOfficer.x[j], LoadOfficer.y[j], LoadOfficer.z[j]); mainStatic.all_officers[j].GetSoldiers().angle = LoadOfficer.angle[j]; mainStatic.all_officers[j].GetSoldiers().attack = LoadOfficer.defDamage[j]; mainStatic.all_officers[j].charisma = LoadOfficer.charisma[j]; mainStatic.all_officers[j].GetSoldiers().command = LoadOfficer.command[j]; mainStatic.all_officers[j].GetSoldiers().defence = LoadOfficer.defDef[j]; mainStatic.all_officers[j].IdOfficer = OfCount; mainStatic.all_officers[j].IdTypeOfficers = LoadOfficer.IdOfficerType[j]; OfCount++; mainStatic.all_officers[j].LeadDist = LoadOfficer.LeadDist[j]; mainStatic.all_officers[j].LeadSkill = LoadOfficer.LeadSkill[j]; mainStatic.all_officers[j].moral = LoadOfficer.moral[j]; mainStatic.all_officers[j].GetSoldiers().new_position = mainStatic.all_officers[j].GetSoldiers().position; mainStatic.all_officers[j].GetSoldiers().control = false; mainStatic.all_officers[j].GetSoldiers().power = LoadOfficer.defPower[j]; mainStatic.all_officers[j].GetSoldiers().speed = LoadOfficer.speed[j]; mainStatic.all_officers[j].tacticMind = LoadOfficer.tacticMind[j]; mainStatic.all_officers[j].TurnsWithReg = 0; mainStatic.all_officers[j].RegimentNum = LoadOfficer.RegNum[j]; } // Пробежимся по массиву и офицеров перекинем В полки, возможно будут дублироваться for (int r = 0; r < mainStatic.all_officers.Count; r++) { if (mainStatic.all_officers[r].RegimentNum != 99999) { mainStatic.regiment_stat[mainStatic.all_officers[r].RegimentNum].officers.Add(mainStatic.all_officers[r]); } } mainStatic.listFigReg = new List <figth>(); DeadBuff.deathBuf = new List <DeathBuf>(); ArrowBuff.archBuf = new List <ArchBuf>(); mainStatic.arr = new List <ArrowControl>(); mapCell.mapCellconstr(); mapCell.PutAllReg(); }