private float PowerCalculate(BirlikOzellik unit) { float Attack = unit.Attack; float Defense = unit.Defense; float Shock = unit.Shock; float Speed = unit.Speed; float Morale = unit.Morale; float Count = unit.Count; float Power = ((Attack * Morale * ((Count / 10) + 1)) + (Shock * Speed)) - (Defense * Morale * ((Count / 10) + 1)); return(Power); }
void moveOnUnit(List <Komutan> commanders) { foreach (var item in commanders) { if (item.IsMovementFree == true) { property = item.CommanderObject.transform.parent.GetComponent <BirlikOzellik>(); Vector3 konum = new Vector3(item.TargetLocation.x, item.CommanderObject.transform.parent.position.y, item.TargetLocation.z); item.CommanderObject.transform.parent.position = Vector3.MoveTowards(item.CommanderObject.transform.parent.position, konum, 20 * Time.deltaTime); if (item.CommanderObject.transform.parent.position == item.TargetLocation) { item.IsMovementFree = false; } item.CommanderObject.transform.parent.LookAt(new Vector3(item.TargetLocation.x, item.CommanderObject.transform.parent.position.y, item.TargetLocation.z)); } } }
void Start() { commander = target.transform.parent.gameObject.GetComponent <BirlikOzellik>(); commanderTake = target.transform.parent.gameObject.GetComponent <OrduHareket>(); ArtificialIntelligence = GetComponent <NavMeshAgent>(); speedPosition = UnityEngine.Random.Range(commander.Speed, commander.Speed + 0.3f); soldiers = new List <GameObject>(); for (int i = 0; i < target.transform.parent.gameObject.transform.childCount; i++) { if (target.transform.parent.gameObject.transform.GetChild(i).gameObject.tag == "selectionArea") { selectionArea = target.transform.parent.gameObject.transform.GetChild(i).gameObject; //Seçme alanını aldım. break; } } soldiers = commander.Soldiers; var rnd1 = new System.Random(); rand = rnd1.Next(soldiers.Count); }
void Start() { SoldierAccess = Soldier.GetComponent <ParentTakip>(); EffectArea = Soldier.GetComponent <SphereCollider>(); Commander = SoldierAccess.target.gameObject.transform.parent.gameObject; CommanderAccess = Commander.GetComponent <BirlikOzellik>(); Id = CommanderAccess.Id; Name = CommanderAccess.Name; TroopType = CommanderAccess.TroopType; Attack = CommanderAccess.Attack; Defense = CommanderAccess.Defense; Shock = CommanderAccess.Shock; Speed = CommanderAccess.Speed; Count = CommanderAccess.Count; SoldierHealth = CommanderAccess.SoldierHealth; Morale = CommanderAccess.Morale; Power = CommanderAccess.Power; GeneralName = CommanderAccess.GeneralName; Side = CommanderAccess.Side; ActiveFormation = CommanderAccess.ActiveFormation; }
private void Start() { Commander = gameObject.transform.parent.gameObject; UnitProperty = Commander.GetComponent <BirlikOzellik>(); }
void Start() { unit = transform.gameObject.GetComponent <BirlikOzellik>(); }