Пример #1
0
 public void requestNewUnit(StateManager.EntityType unitType)
 {
     if (state.isServer)
     {
         RequestUnit req = new RequestUnit();
         req.ownerID  = networkID;
         req.unitType = unitType;
         HandleRequestUnit(req);
     }
     else
     {
         RequestUnit req = new RequestUnit();
         req.ownerID  = networkID;
         req.unitType = unitType;
         SendMessage(req);
     }
 }
Пример #2
0
    public void HandleRequestUnit(RequestUnit ru)
    {
        Debug.Log("HANDLING REQUEST UNIT");

        // Do logic to check if they can add a unit
        // if they cant, do nothing
        // if they can, make a unit and send an addUnit message out
        short netID = ru.ownerID;

        StateManager.EntityType unitType = ru.unitType;
        GameObject unit = state.AddUnit(netID, unitType, null);

        AddUnit addUnit = new AddUnit();

        addUnit.ownerID       = netID;
        addUnit.unit          = new NetworkUnit();
        addUnit.unit.id       = unit.name;
        addUnit.unit.unitType = unitType;

        // send the new unit to connections
        SendMessage(addUnit);
    }
Пример #3
0
 public Sprite UnitIcon(StateManager.EntityType type)
 {
     return(unitIcons[(int)type]);
 }
Пример #4
0
 public void StartBuildUnit(StateManager.EntityType type)
 {
     unitIcon.gameObject.SetActive(true);
     unitIcon.sprite           = UnitIcon(type);
     unitLoadingBar.fillAmount = 1;
 }