Пример #1
0
    public void AddSquad(SquadManager _squad)
    {
        _squad.AssignTargetBobber(Instantiate(target_bobber_prefab));
        squad_hud_manager.CreateUIBlock(_squad);

        squads.Add(_squad);
    }
Пример #2
0
    // Use this for initialization
    void Start()
    {
        audioSource    = GetComponents <AudioSource>()[0];
        hitAudioSource = GetComponents <AudioSource>()[1];
        tb             = gameObject.GetComponent <TimeBehaviour>();
        rateCounter    = 0.0f;
        shielded       = false;
        playCharging   = false;
        gameObject.GetComponent <Renderer>().material = matOff;
        squadManager = GetComponentInParent <SquadManager>();
        audioSource.Play();
        audioSource.clip = gunshot;
        //shotTimeCounter = chargeTime;
        shotDurationCounter = shotDuration;
        wingTimeCounter     = 0.0f;

        ela = GetComponent <EnemyLookAt>();

        foreach (Transform child in transform)
        {
            if (child.gameObject.name == "AlienSniperWings")
            {
                wings = child.gameObject;
                break;
            }
        }
    }
Пример #3
0
    // Use this for initialization
    void Start()
    {
        alive        = true;
        squadManager = GetComponentInParent <SquadManager>();

        hitAudioSource = GetComponents <AudioSource>()[1];

        turbo = false;
        if (GameObject.FindGameObjectWithTag("Player") != null)
        {
            player = GameObject.FindGameObjectWithTag("Player");
        }
        else
        {
            player = GameObject.FindGameObjectWithTag("PlayerDestroyed");
        }
        if (transform.position.x < 0.0f)
        {
            direction = 1.0f;
        }
        else
        {
            direction = -1.0f;
        }
        tb             = gameObject.GetComponent <TimeBehaviour>();
        propellerStart = transform.GetChild(1).gameObject;
        propellerOn    = transform.GetChild(0).gameObject;
        //transform.parent.GetComponentInChildren<ProtectorEnemy>().squadron.Add(gameObject);
    }
 public static void ShowSpawnMarkers(SquadManager squadManager)
 {
     foreach (SquadTrigger squadTrigger in squadManager.SquadTriggers)
     {
         ShowSpawnMarkers(squadTrigger);
     }
 }
Пример #5
0
    void grenadeUpdate()
    {
        bool activated = false;

        Combat.updateAoE(GetComponent <SquadManager>(), ref activated);

        if (activated)
        {
            List <GameObject> targets = Combat.getTargets();

            foreach (GameObject target in targets)
            {
                SquadManager enemy = target.GetComponent <SquadManager>();
                ShotsFired   shot  = new ShotsFired(this.transform.position,
                                                    enemy.transform.position,
                                                    enemy.getActiveUnitsCount(),
                                                    BalanceConstants.Ability.GRENADE_HIT_CHANCE,
                                                    enemy.dodgeChance, false);
                int damage = Combat.calculateDamage(shot);

                enemy.nView.RPC("takeDamage", RPCMode.All, damage, false);
                //enemy.takeDamage(damage,false);
            }

            squad.skipAction();
            gameLogic.checkStateEndOfAction();
            gameLogic.updateUI();
        }
    }
Пример #6
0
    private SquadManager attached_squad; // Reference.


    public void Init(string _squad_name, ref SquadManager _squad)
    {
        squad_text.text = _squad_name;
        attached_squad  = _squad;

        Deselect();
    }
Пример #7
0
    private void Start()
    {
        squadButton = GetComponent <Button>();
        baseColour  = squadButton.colors;
        manager     = transform.parent.GetComponent <SquadManager>();

        squadName.text = "Squad " + manager.squads.Count;
    }
Пример #8
0
    public static bool UpdateTarget(SquadManager me)
    {
        if (Input.GetButtonUp("R1") && targetsInRange.Count > 0)
        {
            gameLogic.attackProj.enabled = false;
            gameLogic.changeUnit.enabled = false;

            if (selectedTargetIndex >= 0)
            {
                targetsInRange[selectedTargetIndex].SendMessage("disableTarget");
                targetsInRange[selectedTargetIndex].GetComponent <NetworkView>().RPC("disableLight", RPCMode.All);
            }

            selectedTargetIndex++;
            selectedTargetIndex %= targetsInRange.Count;
            targetsInRange[selectedTargetIndex].SendMessage("enableTarget");
            targetsInRange[selectedTargetIndex].GetComponent <NetworkView>().RPC("enableLight", RPCMode.All);

            Vector3 enemyPos = targetsInRange[selectedTargetIndex].transform.position;

            //gameLogic.changeUnit.transform.position = new Vector3(enemyPos.x, 9, enemyPos.z);
            //gameLogic.changeUnit.enabled = true;
        }
        else if (Input.GetButtonUp("L1") && targetsInRange.Count > 0)
        {
            gameLogic.attackProj.enabled = false;
            if (selectedTargetIndex >= 0)
            {
                targetsInRange[selectedTargetIndex].SendMessage("disableTarget");
                targetsInRange[selectedTargetIndex].GetComponent <NetworkView>().RPC("disableLight", RPCMode.All);
            }
            else
            {
                selectedTargetIndex = 0;
            }

            selectedTargetIndex--;
            if (selectedTargetIndex < 0)
            {
                selectedTargetIndex = targetsInRange.Count - 1;
            }
            {
                targetsInRange[selectedTargetIndex].SendMessage("enableTarget");
                targetsInRange[selectedTargetIndex].GetComponent <NetworkView>().RPC("enableLight", RPCMode.All);
            }

            Vector3 enemyPos = targetsInRange[selectedTargetIndex].transform.position;

            //gameLogic.changeUnit.transform.position = new Vector3(enemyPos.x, 9, enemyPos.z);
            //gameLogic.changeUnit.enabled = true;
        }
        if (Input.GetButtonUp("Cross") && targetsInRange.Count > 0 && selectedTargetIndex >= 0)
        {
            return(true);
        }

        return(false);
    }
Пример #9
0
    private void CheckClick()
    {
        // if we click anywhere on screen with right mouse button
        if (Input.GetMouseButtonDown(0))
        {
            // send ray
            RaycastHit hit;
            Ray        clickRay = cam.ScreenPointToRay(Input.mousePosition);

            // if raycast hit  to an object
            if (Physics.Raycast(clickRay, out hit, Mathf.Infinity, raycastMask))
            {
                if (hit.collider.transform.tag == "Building") //check for tags
                {
                    BuildingStandard tempBuild;
                    tempBuild = hit.collider.gameObject.GetComponent <BuildingStandard>();

                    foreach (var choosen in selection)
                    {  //clear selections if building type is different or there is no building on selection before
                        if (choosen.gameObject.tag != "Building")
                        {
                            CleanSelection();
                            break;
                        }
                        else if (choosen.GetComponent <BuildingStandard>().main.Type != tempBuild.main.Type)
                        {
                            CleanSelection();
                            break;
                        }
                    }

                    if (tempBuild.Team == teamID)
                    {                                        //if its in my team and constructed
                        tempBuild.Select(true);              //set barrack seleceted
                        selection.Add(tempBuild.gameObject); //add barracks to selection
                    }
                }
                else if (hit.collider.transform.tag == "Squad")
                {
                    SquadManager tempSquad = hit.collider.gameObject.GetComponent <SquadManager>();
                    if (tempSquad.Team == teamID) //if its ally, make squad controllable
                    {
                        selection.Add(tempSquad.gameObject);
                        tempSquad.Select(true);
                    }
                    else
                    {
                        Attack(tempSquad.gameObject); //attack him, he is an enemy
                    }
                }
                else
                {
                    CleanSelection();
                }
            }
        }
    }
Пример #10
0
 void Start()
 {
     fxManager = controlledMinion.GetComponentInChildren <FXManager>();
     playerRig = controlledMinion.GetComponent <Rigidbody>();
     currentCameraPositionOffset = new Vector3(0, 16.93f, -7.85f);
     controlledMinion.GetComponentInChildren <Image>().enabled = true;
     currentCameraCamera = currentCamera.GetComponentInChildren <Camera>().gameObject.transform;
     squadManager        = FindObjectOfType <GameplayManager>().squadManager;
 }
Пример #11
0
 public void ReinforceSquad()
 {
     if (selected)
     {
         if (!working || (working && (CheckForEmptyPlaceholders() > 0)))
         {
             working = true;
             GameObject squadCollider = null;
             foreach (var collider in Physics.OverlapSphere(transform.position, 4))
             {
                 if (collider.tag == "Squad")
                 {
                     squadCollider = collider.gameObject;
                 }
                 else if (collider.tag == "man")
                 {
                     squadCollider = collider.gameObject.GetComponent <SquadMemberManager>().mySquadManager.gameObject;
                 }
             }
             if (squadCollider != null)
             {
                 SquadManager _squadInfo = squadCollider.GetComponent <SquadManager>();
                 if (_squadInfo.Team == secondInfo.Team && (_squadInfo.ManCount < _squadInfo.SquadInfo.MaxCount))
                 {
                     List <GameObject> _placeholders     = _squadInfo.Placeholders;
                     GameObject        _squadParent      = null;
                     GameObject        _emptyPlaceholder = null;
                     statusBar.gameObject.SetActive(true);
                     manSpawnTime       = _squadInfo.SquadInfo.ReinforceTime;
                     statusBar.value    = 0;
                     statusBar.maxValue = manSpawnTime;
                     foreach (GameObject _tempEmptyPlaceholder in placeholders)
                     {
                         if (_tempEmptyPlaceholder.GetComponent <PlaceHolderInfo>().Empty)
                         {
                             _emptyPlaceholder = _tempEmptyPlaceholder;
                         }
                     }
                     foreach (var go in squadCollider.GetComponentsInChildren <Transform>())
                     {
                         if (go.name == "SquadMembers")
                         {
                             _squadParent = go.gameObject;
                         }
                     }
                     if (_emptyPlaceholder != null)
                     {
                         _emptyPlaceholder.GetComponent <PlaceHolderInfo>().Empty = false;
                         SpawnMans(_emptyPlaceholder, squadCollider, _squadParent);
                         _squadInfo.ManCount++;
                     }
                 }
             }
         }
     }
 }
Пример #12
0
        // >> squad section
        /// <summary>
        /// Возвращает список всех отрядов
        /// </summary>
        /// <param name="obj"></param>
        /// <returns></returns>
        public IEnumerable <SquadEntity> GetSquads(SquadAction obj)
        {
            var result = Tools.CheckAuthedInput(obj);

            if (result != "passed")
            {
                return(null);
            }

            return(Tools.EnumSmartMapper <gamelogic.Squad, SquadEntity>(SquadManager.GetSquads()));
        }
Пример #13
0
    public SquadBlock CreateUIBlock(SquadManager _squad)
    {
        GameObject clone = Instantiate(squad_block_prefab, squad_grid_layout);

        SquadBlock block = clone.GetComponent <SquadBlock>();

        block.Init("Squad " + (squad_blocks.Count + 1).ToString(), ref _squad);

        squad_blocks.Add(block);
        return(block);
    }
Пример #14
0
    public void SquadManagerHigherLevelTest()
    {
        Levels       level            = new Levels(LevelTest.MockConfig());
        SquadManager new_squadmanager = new SquadManager(level);

        int start_squad_size      = new_squadmanager.GetMaxSquadsize();
        int start_selectibe_units = new_squadmanager.GetUnlockedTiers().Count;

        level.AddProgress(10000000);
        Assert.Less(start_selectibe_units, new_squadmanager.GetUnlockedTiers().Count, "DIDNT UNLOCK UNITS");
        Assert.Less(start_squad_size, new_squadmanager.GetMaxSquadsize(), "DIDNT UNLOCK SQUAD SIZE");
    }
Пример #15
0
 void Start()
 {
     if (instance == null)
     {
         instance = this;
         DontDestroyOnLoad(gameObject);
     }
     else
     {
         Destroy(gameObject);
         return;
     }
 }
Пример #16
0
 void OnSelect(Unlockable <TieredUnit> tier)
 {
     MDebug.Log("SQUAD SELECTER SELECT TIER " + tier.Item.Tiers[0].Config.ID);
     if (SquadManager.Instance.selected_units.Contains(tier.Item))
     {
         selector_buttons.GetView(tier).SetUnselected();
         SquadManager.RemoveFromSquad(tier.Item);
     }
     else if (SquadManager.AddToSquad(tier))
     {
         selector_buttons.GetView(tier).SetSelected();
     }
 }
Пример #17
0
 void Awake()
 {
     //_instance = this;
     if (_instance == null)
     {
         DontDestroyOnLoad(gameObject);
         _instance = this;
     }
     else if (_instance != this)
     {
         Destroy(gameObject);
     }
 }
Пример #18
0
    public static void TrackingCall_LevelStart(RegionConfigDataBase region, SquadManager squad, PlayerLevel level)
    {
        Dictionary <string, object> call = new Dictionary <string, object>();

        call["player_level"] = level.GetCurrentLevel();

        call["int"]     = squad.selected_units;
        call["cleared"] = region.IsCompleteInSave().ToString();

        call["editor"] = Application.isEditor.ToString();


        Analytics.CustomEvent("mission_start_" + region.name, call);
    }
    //Show single marker for squad trigger's location, will change focus to when clicked
    public static void ShowSquadTriggerMarkers(SquadManager squadManager)
    {
        Handles.color = Color.green;

        foreach (SquadTrigger squadTrigger in squadManager.SquadTriggers)
        {
            //Spawn button marker at location of squad
            if (Handles.Button(squadTrigger.transform.position, Quaternion.identity, 0.20f, 0.20f, Handles.DotCap))
            {
                //Make squad active GameObject in Hierarchy
                Selection.activeGameObject = squadTrigger.gameObject;
            }
        }
    }
Пример #20
0
    /// <summary>
    /// Creates a new squad with the passed faction settings.
    /// The squaddies are arranged in a circular pattern at the passed position, based on the squad size.
    /// </summary>
    /// <param name="_faction">The faction of the squad.</param>
    /// <param name="_num_squaddies">The size of the squad.</param>
    /// <param name="_pos">The where the squad should be arranged.</param>
    /// <returns>A reference to the instantiated squad.</returns>
    public SquadManager CreateSquad(FactionSettings _faction, int _num_squaddies, Vector3 _pos)
    {
        SquadManager squad_manager = new SquadManager(_faction);

        for (int i = 0; i < _num_squaddies; ++i)
        {
            SquaddieAI squaddie = CreateSquaddie(_faction, _pos);
            squaddie.transform.position = JHelper.PosToCirclePos(_pos, _num_squaddies, i, _num_squaddies * 0.5f);

            squad_manager.AddSquaddie(squaddie);
        }

        return(squad_manager);
    }
Пример #21
0
    public MissionOutcome(SquadManager manager, PlayerLevel level, PlayerInventory inventory, GameManager game_manager) :
        this(manager.killed.Count, manager.evacuated.Count, inventory.GetItem(ItemTypes.dust).GetCount(), manager.selected_units.Count, game_manager.ChoosenRegionConfig.Difficulty, level.GetProgressInLevel(), level.GetCurrentLevel(), level.GetCurrentLevel())
    {
        PlayerInventory.Instance.ModifyItem(ItemTypes.saved_dust, LastOutcome.SuppliesGainedFinal);
        PlayerInventory.Instance.GetItem(ItemTypes.saved_dust).SaveValue();
        level.AddProgress(LastOutcome.SuppliesGainedFinal);
        PlayerInventory.Instance.ModifyItem(ItemTypes.dust, -PlayerInventory.Instance.GetItem(ItemTypes.dust).GetCount());

        if (manager.evacuated.Count > 0)
        {
            game_manager.ChoosenRegionConfig.CompleteInSave();
        }

        OnMissionOutcomeSet.AttemptCall(this);
    }
Пример #22
0
 // Use this for initialization
 void Start()
 {
     audioSource     = GetComponents <AudioSource>()[0];
     hitAudioSource  = GetComponents <AudioSource>()[1];
     recovering      = false;
     cooldownCounter = cooldown;
     tb           = gameObject.GetComponent <TimeBehaviour>();
     squadManager = GetComponentInParent <SquadManager>();
     squadron.Clear();
     foreach (BasicEnemy e in transform.parent.GetComponentsInChildren <BasicEnemy>())
     {
         squadron.Add(e.gameObject);
     }
     audioSource.Play();
 }
Пример #23
0
    /// <summary>
    /// Determines the team for the new StrategyPlayer and
    /// gives it a list of prefabs that determine its squad.
    /// </summary>
    /// <param name="squad">The new strategy player's squadmanager</param>
    public void NewPlayer(SquadManager squad) {
        Debug.Log("================== NEW PLAYER! ==================");
        Debug.Log("Player Count: " + playerCount);

        // Determine which type of player to add (light or dark)
        squad.team = playerCount % 2;

        Debug.Log("Team: " + playerCount % 2);
        Debug.Log("Team: " + (ETeam)squad.team);

        // Set list of prefabs for squad based on team
        squad.prefabs = ((ETeam)squad.team == ETeam.Light) ? lightPrefabs : darkPrefabs;

        Debug.Log("Prefabs Length: " + squad.prefabs.Length);
    }
Пример #24
0
	// Use this for initialization
	void Start () {
		Manager = gameObject.GetComponentInParent<SquadManager> ();
		Scanning = true;
		tileCheck = gameObject.GetComponentInChildren<CastDown> ();
		Nav = gameObject.GetComponent<NavMeshAgent> ();
		Nav.acceleration = 9999999f;
		Destination= transform;
		bestPos = transform.position + 10000 * Vector3.forward +1000*Vector3.left;
		InvokeRepeating ("changeSign", 0, 5);
		transform.Rotate (Vector3.up * -70);
//		Debug.Log (bestPos);
//		See ();
//		InvokeRepeating ("Move", 0, 1);


	}
Пример #25
0
    public void shotgunInit()
    {
        squad     = GetComponent <SquadManager>();
        gameLogic = GameObject.Find("GameLogic").GetComponent <Controller>();

        squad.size             = 4;
        squad.attackDistance   = 20;
        squad.movementDistance = 30;
        squad.squadType        = "Shotgun";

        squad.unitTargets = new Transform[squad.size];

        for (int i = 0; i < squad.size; i++)
        {
            squad.unitTargets[i]               = new GameObject().transform;
            squad.unitTargets[i].parent        = transform;
            squad.unitTargets[i].localPosition = Quaternion.Euler(0, i * 360 / squad.size, 0) * Vector3.forward * 1.5f;
        }

        GameObject unitPrefab = (GameObject)Resources.Load("UnitShotgun");

        if (unitPrefab == null)
        {
            throw new MissingReferenceException("Failed to find Unit Prefab.");
        }

        squad.units = new GameObject[squad.size];
        for (int i = 0; i < squad.size; i++)
        {
            squad.units[i] = (GameObject)Instantiate(unitPrefab, squad.unitTargets[i].position, Quaternion.identity);
            squad.units[i].transform.position = squad.unitTargets[i].position;
            squad.units[i].GetComponent <UnitManager>().power = BalanceConstants.Stats.SHOTGUN_POWER;
        }

        squad.units[squad.units.Length - 1].GetComponent <UnitManager>().power    *= 2;
        squad.units[squad.units.Length - 1].GetComponent <UnitManager>().isSpecial = true;
        squad.units[squad.units.Length - 1].transform.localScale = new Vector3(1.25f, 1.25f, 1.25f);

        squad.unitAbility        = new SquadManager.Ability(smokeScreen);
        squad.squadAbility       = new SquadManager.Ability(shotBlast);
        squad.unitAbilityUpdate  = new SquadManager.AbilityUpdate(smokeScreenUpdate);
        squad.squadAbilityUpdate = new SquadManager.AbilityUpdate(shotBlastUpdate);

        squad.paintColor();

        isInit = true;
    }
Пример #26
0
 // Use this for initialization
 void Start()
 {
     squadManager    = GetComponentInParent <SquadManager>();
     audioSource     = GetComponents <AudioSource>()[0];
     hitAudioSource  = GetComponents <AudioSource>()[1];
     tb              = gameObject.GetComponent <TimeBehaviour>();
     shotCounter     = numberOfShots;
     shotTimeCounter = rateOfFire;
     rateCounter     = 0.0f;
     shielded        = false;
     gameObject.GetComponent <Renderer>().material = matOn;
     //ProtectorEnemy pe = transform.parent.GetComponentInChildren<ProtectorEnemy>();
     //if (pe) pe.squadron.Add(gameObject);
     audioSource.Play();
     audioSource.clip = gunshot;
     gameObject.GetComponent <Renderer>().material = matOn;
 }
Пример #27
0
    void ChangeSquadSelection(int _squad_number)
    {
        if (selected_squad != null)
        {
            selected_squad.DeselectSquad();
        }

        SquadManager target_squad = squads[_squad_number];

        if (selected_squad != target_squad)
        {
            OrderFinished();
        }

        selected_squad = target_squad;
        selected_squad.SelectSquad();
    }
Пример #28
0
    // Start is called before the first frame update
    void Start()
    {
        if (_i)
        {
            Debug.Log("WARNING: MULTIPLE INSTANCES OF SQUAD MANAGER");
            return;
        }
        _i = this;

        squads = new List <Squad>();
        // max = lowest val
        int max = squad_sizes.Length > squad_spawns.Length ? squad_spawns.Length : squad_sizes.Length;

        for (int i = 0; i < max; ++i)
        {
            squads.Add(new Squad(squad_sizes[i], squad_spawns[i]));
        }
        selectSquad(0);
    }
Пример #29
0
    public void sniperInit()
    {
        squad = GetComponent<SquadManager>();
        gameLogic = GameObject.Find("GameLogic").GetComponent<Controller>();

        squad.size = 2;
        squad.attackDistance = 30;
        squad.movementDistance = 20;
        squad.squadType = "Sniper";

        squad.unitTargets = new Transform[squad.size];

        for (int i = 0; i < squad.size; i++)
        {
            squad.unitTargets[i] = new GameObject().transform;
            squad.unitTargets[i].parent = transform;
            squad.unitTargets[i].localPosition = Quaternion.Euler(0, i * 360 / squad.size, 0) * Vector3.forward * 1.5f;
        }

        GameObject unitPrefab = (GameObject)Resources.Load("UnitSniper");
        if (unitPrefab == null)
            throw new MissingReferenceException("Failed to find Unit Prefab.");

        squad.units = new GameObject[squad.size];
        for (int i = 0; i < squad.size; i++)
        {
            squad.units[i] = (GameObject)Instantiate(unitPrefab, squad.unitTargets[i].position, Quaternion.identity);
            squad.units[i].transform.position = squad.unitTargets[i].position;
            squad.units[i].GetComponent<UnitManager>().power = BalanceConstants.Stats.BASIC_POWER;
        }

        squad.units[squad.units.Length - 1].GetComponent<UnitManager>().power = 4;
        squad.units[squad.units.Length - 1].GetComponent<UnitManager>().isSpecial = true;
        squad.units[squad.units.Length - 1].transform.localScale = new Vector3(1.25f, 1.25f, 1.25f);

        squad.unitAbility = new SquadManager.Ability(sniperShot);
        squad.squadAbility = new SquadManager.Ability(smokeScreen);
        squad.unitAbilityUpdate = new SquadManager.AbilityUpdate(sniperShotUpdate);
        squad.squadAbilityUpdate = new SquadManager.AbilityUpdate(smokeScreenUpdate);

        squad.paintColor();
    }
 public void ApproveApplication()
 {
     if (applicants.Count > 0)
     {
         //do some flashy fun stuff here
         Player player = GameObject.Find("Player").GetComponent <Player>();
         player.nauts.Add(applicants[index]);
         naut_dropdown.AddOptions(new List <string>()
         {
             (applicants[index].name)
         });
         applicants.RemoveAt(index);
         if (player.nauts.Count == 1)
         {
             SquadManager sm = GameObject.Find("SquadManager").GetComponent <SquadManager>();
             sm.FillUI();
         }
         FillUI();
     }
 }
Пример #31
0
    public static void updateAoE(SquadManager me, ref bool activated)
    {
        gameLogic.attackProj.transform.position = new Vector3(marker.transform.position.x, 9, marker.transform.position.z);

        if (Input.GetButtonUp("Cross"))
        {
            activated = true;
            if (markerAttack > 0)
            {
                findTargets(marker.gameObject, markerAttack);
            }
            Camera.main.GetComponent <CameraController>().setCameraTarget(me.transform.position, true);
        }

        if (Input.GetButtonDown("Circle"))
        {
            reset();
            Camera.main.GetComponent <CameraController>().setCameraTarget(me.transform.position, true);
        }
    }
Пример #32
0
    public static void SpawnRegion(RegionConfig region, TileManager target)
    {
        TileManager instance = Instantiate(region.TileSet).gameObject.GetComponent <TileManager>();

        target.AppendGrid(instance);

        //spawn the units and shit
        UnitSpawnManager spawner = instance.GetComponent <UnitSpawnManager>();


        List <UnitSpawnGroupConfig> groups = RegionLoader.GetGroupsForPower(region);

        if (region.SpawnSquad)
        {
            groups.Add(SquadManager.MakeSquadGroup());
        }

        // MDebug.Log("Spawn Groups " + groups.Count);
        spawner.SpawnGroups(groups);
    }
Пример #33
0
	// Use this for initialization
	void Start () {
		Cheat = false;
		Nav = gameObject.GetComponent<NavMeshAgent> ();
		Manager = gameObject.GetComponentInParent<SquadManager> ();
		Nav.acceleration = 9999999f;
	}
Пример #34
0
    public static bool UpdateTarget(SquadManager me)
    {
        if (Input.GetButtonUp("R1") && targetsInRange.Count > 0)
        {
            gameLogic.attackProj.enabled = false;
            gameLogic.changeUnit.enabled = false;

            if (selectedTargetIndex >= 0)
            {
                targetsInRange[selectedTargetIndex].SendMessage("disableTarget");
                targetsInRange[selectedTargetIndex].GetComponent<NetworkView>().RPC("disableLight", RPCMode.All);
            }

            selectedTargetIndex++;
            selectedTargetIndex %= targetsInRange.Count;
            targetsInRange[selectedTargetIndex].SendMessage("enableTarget");
            targetsInRange[selectedTargetIndex].GetComponent<NetworkView>().RPC("enableLight", RPCMode.All);

            Vector3 enemyPos = targetsInRange[selectedTargetIndex].transform.position;

            //gameLogic.changeUnit.transform.position = new Vector3(enemyPos.x, 9, enemyPos.z);
            //gameLogic.changeUnit.enabled = true;
        }
        else if (Input.GetButtonUp("L1") && targetsInRange.Count > 0)
        {
            gameLogic.attackProj.enabled = false;
            if (selectedTargetIndex >= 0)
            {
                targetsInRange[selectedTargetIndex].SendMessage("disableTarget");
                targetsInRange[selectedTargetIndex].GetComponent<NetworkView>().RPC("disableLight", RPCMode.All);
            }
            else
                selectedTargetIndex = 0;

            selectedTargetIndex--;
            if (selectedTargetIndex < 0) selectedTargetIndex = targetsInRange.Count - 1;
            {
                targetsInRange[selectedTargetIndex].SendMessage("enableTarget");
                targetsInRange[selectedTargetIndex].GetComponent<NetworkView>().RPC("enableLight", RPCMode.All);
            }

            Vector3 enemyPos = targetsInRange[selectedTargetIndex].transform.position;

            //gameLogic.changeUnit.transform.position = new Vector3(enemyPos.x, 9, enemyPos.z);
            //gameLogic.changeUnit.enabled = true;
        }
        if (Input.GetButtonUp("Cross") && targetsInRange.Count > 0 && selectedTargetIndex >= 0)
        {
            return true;
        }

        return false;
    }
Пример #35
0
    public static void updateAoE(SquadManager me, ref bool activated)
    {
        gameLogic.attackProj.transform.position = new Vector3(marker.transform.position.x, 9, marker.transform.position.z);

        if (Input.GetButtonUp("Cross"))
        {
            activated = true;
            if(markerAttack > 0)
                findTargets(marker.gameObject, markerAttack);
            Camera.main.GetComponent<CameraController>().setCameraTarget(me.transform.position, true);
        }

        if (Input.GetButtonDown("Circle"))
        {
            reset();
            Camera.main.GetComponent<CameraController>().setCameraTarget(me.transform.position, true);
        }
    }