// Use this for initialization void Awake() { mImage = transform.GetComponent <Image>(); I = new CannonTower(); fireCountDown = I.interval; enemyFactory = EnemyFactory.Instance; }
public void Setup() { _uut = new DefensiveUnitUtilities(); fakePlayer = Substitute.For <Player>("IB"); fakeDefensiveUnit = Substitute.For <ArcherTower>(); fakeDefensiveUnit1 = Substitute.For <CannonTower>(); }
public void DowngradeUnit(ref CannonTower unit, ref Player player) { ///<summary> /// when this feature is calles, we check the towers level. /// if the level is 0 the tower is not upgraded, and no action should be3 taken. /// if the level is 1 the tower should be downgraded to level 0, appropiate subtractions are made from the towers defensive prpoerties, and the name is adjusted to the "plain name" /// if the level is >1 the tower should be downgraded to current level -1, appropiate subtractions are made from the towers defensive prpoerties, and the name is adjusted to "plain name + "level XX" - 1" /// </summary> if (unit.defensiveLevel > 1) { player.updateBank(unit.unitValue); unit.unitValue = unit.unitValue / unit.defensiveLevel; unit.defensiveLevel = unit.defensiveLevel - 1; unit.nameDefensiveUnit = "CannonTower Level " + unit.defensiveLevel; unit.defensivePower = unit.defensivePower - 2; unit.defenseType = unit.defenseType; unit.defenseRange = unit.defenseRange - 1; unit.upgradeCost = unit.upgradeCost / upgradeCostFactor; } else if (unit.defensiveLevel == 1) { return; } }
public void Setup() { // var username=new Player(""); DefUtilities = new DefensiveUnitUtilities(); fakePlayer = Substitute.For <Player>("IB"); DefensiveUnitArcher = new ArcherTower(); DefensiveUnitCannon = new CannonTower(); }
public void Setup() { // var username=new Player(""); DefUtilities = new DefensiveUnitUtilities(); userPlayer = new Player("IB"); DefensiveUnitArcher = new ArcherTower(); DefensiveUnitCannon = new CannonTower(); }
void Start() { parent = GetComponentInParent <TowerBase>(); animation = gameObject.GetComponent <Animator>(); animation.SetFloat("gamespeed", gameSettings.gameSpeed); cannonParent = gameObject.GetComponentInParent <CannonTower>(); projectileDamage = cannonParent.damage; DamageEnemies(); }
private void MouseLeftClick(object sender, MouseButtonEventArgs e) //If a tower is selected, place a tower if it is in the map and not on the path. If not, do nothing { if (CheckSelected() && ValidPosition((float)(Mouse.GetPosition(this).X - selected.Height / 2), (float)(Mouse.GetPosition(this).Y - selected.Height / 2))) { if (archerSelected) { ArcherTower newTower = new ArcherTower(new BitmapImage(new Uri(System.AppDomain.CurrentDomain.BaseDirectory + "Assets/archertower.png")), (float)(Mouse.GetPosition(this).X - selected.Height / 2), (float)(Mouse.GetPosition(this).Y - selected.Height / 2)); Canvas.SetLeft(newTower.Img, newTower.X); Canvas.SetTop(newTower.Img, newTower.Y); newTower.Img.Height = 60; mapCanvas.Children.Add(newTower.Img); towerList.Add(newTower); newTower.thr = new Thread(() => TowerFiring(newTower)); newTower.thr.Start(); SetAllFalse(); } else if (darkWizardSelected) { DarkWizardTower newTower = new DarkWizardTower(new BitmapImage(new Uri(System.AppDomain.CurrentDomain.BaseDirectory + "Assets/darkwizardtower.png")), (float)(Mouse.GetPosition(this).X - selected.Height / 2), (float)(Mouse.GetPosition(this).Y - selected.Height / 2)); Canvas.SetLeft(newTower.Img, newTower.X); Canvas.SetTop(newTower.Img, newTower.Y); newTower.Img.Height = 60; mapCanvas.Children.Add(newTower.Img); towerList.Add(newTower); newTower.thr = new Thread(() => TowerFiring(newTower)); newTower.thr.Start(); SetAllFalse(); } else if (cannonTowerSelected) { CannonTower newTower = new CannonTower(new BitmapImage(new Uri(System.AppDomain.CurrentDomain.BaseDirectory + "Assets/cannontower.png")), (float)(Mouse.GetPosition(this).X - selected.Height / 2), (float)(Mouse.GetPosition(this).Y - selected.Height / 2)); Canvas.SetLeft(newTower.Img, newTower.X); Canvas.SetTop(newTower.Img, newTower.Y); newTower.Img.Height = 60; mapCanvas.Children.Add(newTower.Img); towerList.Add(newTower); newTower.thr = new Thread(() => TowerFiring(newTower)); newTower.thr.Start(); SetAllFalse(); } } else if (CheckSelected()) { MessageBox.Show("Invalid placement!"); } UpdateGameInfo(); }
public void UpgradeUnit(ref CannonTower unit, ref Player player) { if (unit.upgradeCost < player.bank) { double valuta = unit.upgradeCost; player.updateBank(-valuta); unit.defensiveLevel = unit.defensiveLevel + 1; unit.nameDefensiveUnit = unit.nameDefensiveUnit + " Level " + unit.defensiveLevel; unit.defensivePower = unit.defensivePower + 2; unit.defenseRange = unit.defenseRange + 1; unit.unitValue += unit.upgradeCost; unit.upgradeCost = unit.upgradeCost * upgradeCostFactor; //new upprice } else { return; } }
public void Setup() { _uut = new CannonTower(); }
public CannonTowerUC() { InitializeComponent(); _currentTower = new CannonTower(); TowerHitBox = new Rect(0, 0, 128, 128); }