void CreateDepots(GameObject player) { DepotManager depotManager = player.GetComponent <DepotManager> (); DeckManager deckManager = player.GetComponent <DeckManager> (); Vector3[] positions = GetDepotPositions(player); for (int i = 0; i < (depotManager.ammoDepotNumber + depotManager.woodDepotNumber); i++) { if (depotManager.ammoDepotsCreated < depotManager.ammoDepotNumber) { GameObject depotToDeploy = depotManager.CreateAmmoDepot(player.transform); int xPos = (int)positions [i].x; int zPos = (int)positions [i].z; depotToDeploy.GetComponent <Depot> ().PlaceDepot(deckManager.RetrieveTile(xPos, zPos)); depotManager.ammoDepotsCreated += 1; } else { GameObject depotToDeploy = depotManager.CreateWoodDepot(player.transform); int xPos = (int)positions [i].x; int zPos = (int)positions [i].z; depotToDeploy.GetComponent <Depot> ().PlaceDepot(deckManager.RetrieveTile(xPos, zPos)); depotManager.woodDepotsCreated += 1; } } }
public void SetUpWoodDepot() { DepotManager depotManager = activePlayer.GetComponent <DepotManager> (); if (depotManager.woodDepotsCreated < depotManager.woodDepotNumber) { woodDepotToDeploy = depotManager.CreateWoodDepot(this.transform); } }