public void instantiateNewUnit() { if (StateMachine.turnState != Turn.pause) { classInfo.Lookup(targetClass); print(classInfo.cost); if (!StateMachine.isPlacingCube && driver.getPlayerPointsRemaining() > classInfo.cost) { print("GOING"); newUnit = Instantiate(cubePrefab, new Vector3(0, 2, 0), Quaternion.identity) as GameObject; newUnit.GetComponent <Cube> ().playState = PlayState.placing; newUnit.GetComponent <UnitClass>().unitSetup(classInfo.Lookup(targetClass, newUnit.GetComponent <UnitClass>())); driver.placingCube(newUnit); } } }
public void updateHoverInfo(string check) { lookup.Lookup(check); //image.sprite = .... Not sure how to do this yet. Figure it out later. className.text = lookup.name2String(); attack.text = "Attack: " + lookup.attack; defense.text = "Defense: " + lookup.defense; cost.text = lookup.cost + "\nCost"; description.text = lookup.description; }
public void updateHoverInfo(string check) { lookup.Lookup(check); foreach (Transform t in this.transform) { if (t.gameObject.name == "Image") { TextureManager.applySprite(t.gameObject, lookup.texture[StateMachine.currentTurn() - 1]); } } className.text = lookup.name2String(); attack.text = "Attack: " + lookup.attack; defense.text = "Defense: " + lookup.defense; cost.text = lookup.cost + "\nCost"; description.text = lookup.description; }
//Not currently in use. /*public void instantiateNewUnit() * { * if (StateMachine.turnState != Turn.pause) * { * classInfo.Lookup (targetClass); * print (classInfo.cost); * if (!StateMachine.isPlacingCube && driver.getPlayerPointsRemaining() > classInfo.cost) * { * newUnit = Instantiate(cubePrefab, new Vector3(0,2,0), Quaternion.identity) as GameObject; * newUnit.GetComponent<Cube> ().SetToPlacing(); * newUnit.GetComponent<UnitClass>().unitSetup(classInfo.Lookup(targetClass, newUnit.GetComponent<UnitClass>())); * driver.placingCube(newUnit); * } * } * }*/ public void instantiateNewUnit(string target) //An overload in case the interface calls it this way { if (StateMachine.turnState != Turn.pause) { classInfo.Lookup(target); if (StateMachine.gamePhase == GamePhase.setup && !StateMachine.isPlacingCube && driver.getPlayerPointsRemaining() >= classInfo.cost) { if (target == "King") { if ((StateMachine.currentTurn() == 1 && StateMachine.p1King == true) || (StateMachine.currentTurn() == 2 && StateMachine.p2King == true)) { return; } } if (target == "Paralyze") { if ((StateMachine.currentTurn() == 1 && StateMachine.p1Paralyze == true) || (StateMachine.currentTurn() == 2 && StateMachine.p2Paralyze == true)) { return; } } if (target == "Bomb") { if ((StateMachine.currentTurn() == 1 && StateMachine.p1Bomb == true) || (StateMachine.currentTurn() == 2 && StateMachine.p2Bomb == true)) { return; } } if (target == "Healer") { if ((StateMachine.currentTurn() == 1 && StateMachine.p1Healer == true) || (StateMachine.currentTurn() == 2 && StateMachine.p2Healer == true)) { return; } } if (target == "Peasant") { if ((StateMachine.currentTurn() == 1 && StateMachine.p1Peasant >= StateMachine.peasantLimit) || (StateMachine.currentTurn() == 2 && StateMachine.p2Peasant >= StateMachine.peasantLimit)) { return; } } newUnit = Instantiate(cubePrefab) as GameObject; newUnit.GetComponent <Cube>().SetToPlacing(); newUnit.GetComponent <UnitClass>().unitSetup(classInfo.Lookup(target, newUnit.GetComponent <UnitClass>())); driver.placingCube(newUnit); } else if (StateMachine.gamePhase == GamePhase.healer && !StateMachine.isPlacingCube && classInfo.cost + driver.healerPoints <= driver.healMax && GameDriver.checkDeadCubes(StateMachine.currentTurn(), target)) { newUnit = Instantiate(cubePrefab) as GameObject; newUnit.GetComponent <Cube>().SetToPlacing(); newUnit.GetComponent <UnitClass>().unitSetup(classInfo.Lookup(target, newUnit.GetComponent <UnitClass>())); driver.placingCube(newUnit); } } }