示例#1
0
 protected void EnemyRemove(int eTeam, GameObject enemy, PuppetType type)
 {
     if (eTeam != this.team)
     {
         enemyList.Remove(enemy);
     }
 }
示例#2
0
    /*
     * Shouldn't need to touch these much, mostly automated by events.
     */

    protected void EnemyAdd(int puppetTeam, GameObject enemy, PuppetType type)
    {
        if (puppetTeam != this.team)
        {
            enemyList.Add(enemy);
        }
    }
示例#3
0
    void ChangeStrat(int team, int beatNum, UnitScript.Strategies newAction, ConstFile.PuppetType type)
    {
        switch (type)
        {
        case ConstFile.PuppetType.TREBLE:
            UpdateTrebleInstructs(newAction);
            break;

        case ConstFile.PuppetType.BASS:
            UpdateBassInstructs(newAction);
            break;
        }
    }
示例#4
0
    void ActionChange(int team, int beatNum, UnitScript.Strategies newAction, PuppetType type)
    {
        //Debug.Log(string.Format("Action Change\nTeam: {0}\nBeatNum: {1}\nAction: {2}",team,beatNum,newAction));
        switch (team)
        {
        case 0:
            switch (type)
            {
            case PuppetType.BASS:
                actionPatternZeroBass[0] = newAction;
                break;

            case PuppetType.TREBLE:
                actionPatternZeroTreble[0] = newAction;
                break;
            }
            break;

        case 1:
            switch (type)
            {
            case PuppetType.BASS:
                actionPatternOneBass[0] = newAction;
                break;

            case PuppetType.TREBLE:
                actionPatternOneTreble[0] = newAction;
                break;
            }
            break;
        }
        switch (type)
        {
        case PuppetType.BASS:
            UpdateBassUnits(team);
            break;

        case PuppetType.TREBLE:
            UpdateTrebleUnits(team);
            break;
        }
    }
示例#5
0
    // Adds new unit to proper list and sends event to all listeners.
    public static void AddNewUnit(int team, GameObject unit, PuppetType type)
    {
        switch (team)
        {
        case 0:
            _LeftUnits.Add(unit);
            switch (type)
            {
            case PuppetType.BASS:
                _LeftBass.Add(unit);
                _LeftUnitBass.Add(unit.GetComponent <UnitScript>());
                break;

            case PuppetType.TREBLE:
                _LeftTreble.Add(unit);
                _LeftUnitTreble.Add(unit.GetComponent <UnitScript>());
                break;
            }
            break;

        case 1:
            _RightUnits.Add(unit);
            switch (type)
            {
            case PuppetType.BASS:
                _RightBass.Add(unit);
                _RightUnitBass.Add(unit.GetComponent <UnitScript>());
                break;

            case PuppetType.TREBLE:
                _RightTreble.Add(unit);
                _RightUnitTreble.Add(unit.GetComponent <UnitScript>());
                break;
            }
            break;
        }

        if (AddUnit != null)
        {
            AddUnit(team, unit, type);
        }
    }
示例#6
0
 void NewUnit(int team, GameObject unit, PuppetType type)
 {
     UpdateBassUnits(team);
     UpdateTrebleUnits(team);
 }
示例#7
0
    public static void RemoveDeadUnit(int team, GameObject unit, PuppetType type)
    {
        int ind = -1;

        switch (team)
        {
        case 0:
            _LeftUnits.Remove(unit);

            switch (type)
            {
            case PuppetType.BASS:
                for (int i = 0; i < _LeftBass.Count; i++)
                {
                    if (_LeftBass[i] == unit)
                    {
                        ind = i;
                    }
                }
                _LeftBass.RemoveAt(ind);
                _LeftUnitBass.RemoveAt(ind);
                break;

            case PuppetType.TREBLE:
                for (int i = 0; i < _LeftTreble.Count; i++)
                {
                    if (_LeftTreble[i] == unit)
                    {
                        ind = i;
                    }
                }
                _LeftTreble.RemoveAt(ind);
                _LeftUnitTreble.RemoveAt(ind);
                break;
            }
            break;

        case 1:
            _RightUnits.Remove(unit);
            switch (type)
            {
            case PuppetType.BASS:
                for (int i = 0; i < _RightBass.Count; i++)
                {
                    if (_RightBass[i] == unit)
                    {
                        ind = i;
                    }
                }
                _RightBass.RemoveAt(ind);
                _RightUnitBass.RemoveAt(ind);
                break;

            case PuppetType.TREBLE:
                for (int i = 0; i < _RightTreble.Count; i++)
                {
                    if (_RightTreble[i] == unit)
                    {
                        ind = i;
                    }
                }
                _RightTreble.RemoveAt(ind);
                _RightUnitTreble.RemoveAt(ind);
                break;
            }
            break;
        }
        if (RemoveUnit != null)
        {
            RemoveUnit(team, unit, type);
        }
    }