// Use this for initialization void Start() { //foreach (BuildingSystem build in BuildingTest) //{ // build.StartToBuild(1); //} player1.SetEther(5000); AllianceSystem.SetAlly(1, 3, true); //BuildingSystem strong = Instantiate(stronghold, startPoint.transform.position, startPoint.transform.rotation) as BuildingSystem; //strong.StartToBuild(1); foreach (BuildingSystem bui in startingStrong) { bui.StartToBuild(1); } }
// Use this for initialization void Start() { SkirmishDataTransfer data = FindObjectOfType <SkirmishDataTransfer>(); if (data != null) { maxPlayer = data.GetMaxPlayer(); playerActive = data.GetAssignPlayer(); factions = data.GetFaction(); playerTeam = data.GetTeam(); //Spawn Player for (int i = 0; i < maxPlayer; i++) { if (playerActive[i]) { if (i >= 1) { GameObject aiOBJ = Instantiate(AIDummy, transform.position, transform.rotation) as GameObject; VRPlayerIndicator ai = aiOBJ.gameObject.GetComponent <VRPlayerIndicator>(); ai.SetPlayerNum(i + 1); } VRPlayerIndicator player = null; foreach (GameObject plays in GameObject.FindGameObjectsWithTag("Player")) { VRPlayerIndicator ind = plays.GetComponent <VRPlayerIndicator>(); if (ind.GetPlayerNumber() == i + 1) { player = ind; } } player.SetEther(1500); player.transform.position = startPosition[i].transform.position - (Vector3.forward * 20); if (factions[i] == SkirmishScreenSelection.FactionType.Chaiya) { BuildingSystem strong = Instantiate(chaiyaStrong, startPosition[i].transform.position, startPosition[i].transform.rotation) as BuildingSystem; strong.StartToBuild(i + 1); } if (factions[i] == SkirmishScreenSelection.FactionType.Ulepia) { BuildingSystem strong = Instantiate(ulepiaStrong, startPosition[i].transform.position, startPosition[i].transform.rotation) as BuildingSystem; strong.StartToBuild(i + 1); } if (factions[i] == SkirmishScreenSelection.FactionType.Shin) { BuildingSystem strong = Instantiate(shinStrong, startPosition[i].transform.position, startPosition[i].transform.rotation) as BuildingSystem; strong.StartToBuild(i + 1); } } } //Ally Set for (int i = 0; i < maxPlayer; i++) { for (int j = 0; j < maxPlayer; j++) { if (i != j && playerTeam[i] == playerTeam[j]) { AllianceSystem.SetAlly(i + 1, j + 1, true); } } } data.SetTransfered(true); } else { } }