public int Add(BuildUnitModel model) { BuildUnit ent = model.ToORMEntity <BuildUnit>(); int re = dbContext.BuildUnit.Insert(ent); return(re); }
void Setup() { Debug.Log("Build set up"); // Build unit and time Manager_Game gameManager = GameObject.FindGameObjectWithTag("GameManager").GetComponent <Manager_Game>(); // Grab copy of UI Manager buildUnit = gameManager.GetCommander(unitTeam).GetBuildUnit(buildUnitIndex); startTime = Time.time; finishTime = buildUnit.buildTime; if (gameRules.useTestValues) { finishTime = finishTime * gameRules.TEST_timeMultBuild; } // UI Manager_UI uiManager = GameObject.FindGameObjectWithTag("UIManager").GetComponent <Manager_UI>(); // Grab copy of UI Manager progBar = Instantiate(progBarPrefab); progBar.transform.SetParent(uiManager.Canvas.transform, false); progBarOffset = uiManager.UIRules.BPB_offset; UpdateUI(); }
// Use this for initialization public void BuildBody(UnitData unitData) { GameObject go = (GameObject)Instantiate(bodyPrefab, transform); GetComponent <CharacterMovement>().SetBody(go); BuildUnit.Build(go, unitData); Destroy(this); }
public void BlockRoad(BuildUnit unit) { List <HexCell> cells = HexGrid.instance.GetRangeCells(unit.Cell, unit.property.range); for (int i = 0; i < cells.Count; i++) { FindRoad.instance.BlockRoad(cells[i]); } }
public override int CalculationOfInjury(BuildUnit attacker) { int result = attacker.property.attack * 2 - battleUnitProperty.defence; if (result < 0) { result = 0; } return(result); }
public override void Hit(BuildUnit attacker) { isRefreshInjuryHUD = true; int injury = CalculationOfInjury(attacker); hud.data.text = injury.ToString(); battleUnitProperty.nowHP -= injury; if (battleUnitProperty.nowHP <= 0) { StartCoroutine(WaitHUDAnimDie()); } }
bool CanAttack(BuildUnit attacker, Unit hiter) { if (attacker.Cell.coordinates.DistanceToOther(hiter.Cell.coordinates) < attacker.property.attackDistance)//+ (attacker.Cell.Elevation - hiter.Cell.Elevation)) { return(true); } else { return(false); } }
public void Initialize() { switch (BuildUnit.ToUpper().Trim()) { case "SUPPLYDEPO": BuildingUnitID = Units.SUPPLY_DEPOT; MineralsNeeded = 100; break; case "BARRACKS": BuildingUnitID = Units.BARRACKS; MineralsNeeded = 150; break; } }
public List <Unit> FindCanAttack(BuildUnit attacker) { List <Unit> result = new List <Unit>(); foreach (KeyValuePair <int, List <BattleUnit> > child in battleUnitPowerDic) { List <BattleUnit> childValues = child.Value; if (child.Key == attacker.power) { continue; } else { for (int i = 0; i < childValues.Count; i++) { if (CanAttack(attacker, childValues[i])) { result.Add(childValues[i]); } } } } foreach (KeyValuePair <int, List <BuildUnit> > child in buildUnitPowerDic) { List <BuildUnit> childValues = child.Value; if (child.Key == attacker.power) { continue; } else { for (int i = 0; i < childValues.Count; i++) { if (CanAttack(attacker, childValues[i])) { result.Add(childValues[i]); } } } } return(result); }
public BuildController( EntityController.Select entityControllerSelect, BuildViewPresenter unitViewPresenter, BaseUnit.UnitCharacteristics unitCharacteristics, EntityController.GetTarget getTarget, EntityController.Faction faction, DeathDestroy updateDeath, BaraksModel.SetUpdeteCharacteristicsDelegate setUpdeteCharacteristicsDelegate ) : base(entityControllerSelect, unitViewPresenter, unitCharacteristics, getTarget, faction, updateDeath, setUpdeteCharacteristicsDelegate) { this.updateDeath = updateDeath; EffectsController effectsController = new EffectsController(); unitBehaviour.CallDeathFSMEvent(); unitBehaviour = new BuildBehaviour( getTarget, faction, unitViewPresenter, animationController ); unitModel = new BuildUnit( unitCharacteristics, faction, effectsController, _UpdateCharacteristics, UpdateDeath, setUpdeteCharacteristicsDelegate, DeleteVisualEffect ); BuildView unitView = new BuildView( unitViewPresenter, Selected, ((BuildUnit)unitModel).GetDamage ); this.unitView = unitView; }
public virtual int CalculationOfInjury(BuildUnit attacker) { return(0); }
public virtual void Hit(BuildUnit attacker) { }
public void AttackBuilder(BuildUnit hiter) { StartCoroutine(WaitForMove(hiter)); isAttack = true; }
public void AttackBuilder(BuildUnit hiter) { }
public override int CalculationOfInjury(BuildUnit attacker) { return(base.CalculationOfInjury(attacker)); }
//This is a temoprary class for building sprites, the build should be called from the units main script void Awake() { BuildUnit.Build(this.gameObject, uD); }
public override void Hit(BuildUnit attacker) { }