void Update() { system = MasterScript.RefreshCurrentSystem(heroLocation); if (heroMovement.heroIsMoving == false) { gameObject.transform.position = heroMovement.HeroPositionAroundStar(heroLocation); } }
public void CheckIfCanHire(TurnInfo player, string heroType) { if (player.wealth >= 50 && player.playerOwnedHeroes.Count < 7) { int i = MasterScript.RefreshCurrentSystem(GameObject.Find(player.homeSystem)); GameObject instantiatedHero = (GameObject)Instantiate(MasterScript.heroGUI.heroObject, MasterScript.systemListConstructor.systemList[i].systemObject.transform.position, MasterScript.systemListConstructor.systemList[i].systemObject.transform.rotation); instantiatedHero.name = "Basic Hero_" + heroCounter; HeroScriptParent tempHero = instantiatedHero.GetComponent <HeroScriptParent>(); tempHero.heroType = heroType; tempHero.heroLocation = MasterScript.systemListConstructor.systemList[i].systemObject; tempHero.heroOwnedBy = player.playerRace; HeroMovement tempMove = instantiatedHero.GetComponent <HeroMovement>(); instantiatedHero.transform.position = tempMove.HeroPositionAroundStar(tempHero.heroLocation); ++heroCounter; player.wealth -= 50; player.playerOwnedHeroes.Add(instantiatedHero); switch (tempHero.heroType) { case "Soldier": tempHero.classModifier = 1.75f; break; case "Infiltrator": tempHero.classModifier = 1f; break; case "Diplomat": tempHero.classModifier = 1.5f; break; } } }