Пример #1
0
 public static void Promotion(NWUnit u, int h)
 {
     // upon promotion, HP matches HP of original form, and unit is waiting.
     u.HP       = h;
     u.waiting  = true;
     u.isHealer = true;
 }
Пример #2
0
 public static void Promotion(NWUnit u, int h)
 {
     // upon promotion, HP matches HP of original form, and unit is waiting.
     u.HP = h;
     u.fleaActionPoints   = 1;
     u.fleaMovementPoints = 1;
 }
Пример #3
0
    public void AddUnit(NWUnit unitToAdd)
    {
        this.unitList.Add(unitToAdd);

        // AddUnit doesn't seem to be being called when it should be
        print("add unit please.");
        //unitList.Count();
    }
Пример #4
0
    public void RpcMoveCurrentUnit(string serializedGridPosition)
    {
        //moved here recently might be terrible9/29/16 slime
        NWUnit activeUnit = null;


        // check if the player reticle is on top of a unit; make that unit active if so
        foreach (NWUnit u in NWUnitList.instance.unitList)
        {
            /*
             * // theory: something about being on the client and therefore no unit component, only gameobject. uhhh kind of a stretch though
             * NWUnit reversionUnit = u.GetComponent<NWUnit>();
             *
             * if (reversionUnit.gridPosition == gridPosition)
             * {
             *  activeUnit = reversionUnit;
             *  break;
             * }
             */

            NWUnit reversionUnit = u.GetComponent <NWUnit>();

            if (reversionUnit.isMyUnit)
            {
                activeUnit             = reversionUnit;
                reversionUnit.isMyUnit = false;
            }
        }

        // this sometimes is not being called
        // seems to be as such: when client presses m, server does not do this. server needs to do this because server is
        // the one actually moving stuff.  if server does this then it should have all the tools to move the unit?

        if (activeUnit != null)
        {
            NWGameManager.myUnit = activeUnit;
        }


        if (activeUnit == null)
        {
            print("haha bullet is null for some reason");
        }
        // count is not increasing for client, which it should be.
        // print(GameManager.instance.unitObjects.Count);
        print("yay, there is " + activeUnit.gridPosition);
        // hopefully move unit


        // cmdmovecurrentunit called here?  then server does crap uh hm

        //TEST BULLSHITCmdDoSomethingUseful(Tile.myTile);
        NWGameManager.instance.moveCurrentUnit(serializedGridPosition);
    }