示例#1
0
 void SetOptionsFromUnit(IUnitInfo unit)
 {
     if (unit.Model.Domain != ModelDomain.Ground || unit.Model.Kind == ModelKind.SpecialCommando)
     {
         options |= Options.IgnoreZoC;
     }
     if (unit.Model.Kind == ModelKind.SpecialCommando)
     {
         options |= Options.IgnoreTreaty;
     }
     if (domain != ModelDomain.Ground || unit.IsTerrainResistant)
     {
         options |= Options.TerrainResistant;
     }
     if (unit.Model.HasFeature(ModelProperty.Overweight))
     {
         options |= Options.Overweight;
     }
     if (unit.Model.HasFeature(ModelProperty.Alpine))
     {
         options |= Options.Alpine;
     }
     if (unit.Model.HasFeature(ModelProperty.Navigation))
     {
         options |= Options.Navigation;
     }
 }
示例#2
0
    // public Color RedColor;

    void OnPhotonInstantiate(PhotonMessageInfo info)
    {
        if (instantiationData != null)
        {
            _viewID    = (int)instantiationData[0];
            _shipIndex = (int)instantiationData[1];

            PhotonView view = PhotonView.Find((int)instantiationData[0]);
            if (view == null)
            {
                if (isMine)
                {
                    PhotonNetwork.Destroy(gameObject);
                }
                return;
            }
            transform.position = view.transform.position;

            IUnitInfo unit = Resolver.Instance.Units.Collection[_shipIndex];
            Damage = unit.GetDamage();
            Speed  = unit.GetProjectileSpeed();
            Owner  = (int)instantiationData[3];

            Fire((Vector2)instantiationData[2]);
        }
        else
        {
            if (isMine)
            {
                PhotonNetwork.Destroy(gameObject);
            }
            return;
        }
    }
示例#3
0
 public static UnitState CreateUnitState(IUnitInfo info)
 {
     return(new UnitState
     {
         Base = CreateObjectState(info),
         Destignation = info.Destignation.ToGrpc(),
         Direction = info.Direction.ToGrpc(),
         Speed = info.Speed
     });
 }
示例#4
0
    public void onCreateUnit( int slotIndex, IUnitInfo u )
    {
        string unitCode = theGame.getUnit (slotIndex).getOriginCard ().code;
        GameObject newUnit = Instantiate (boardCardObject, buildSlots [slotIndex].transform.position,
            Quaternion.identity) as GameObject;
        newUnit.GetComponent<SpriteRenderer> ().sprite =
            GameObject.Find (unitCode).GetComponent<SpriteBox> ().boardSprite;

        boardUnits [slotIndex] = newUnit.GetComponent<BoardCardScript>();
        boardUnits [slotIndex].unit = u;
        updateUnitEnergy (slotIndex);
        boardUnits [slotIndex].updateAttributes ();
        StartCoroutine (wipeUpwardsAnim (boardUnits[slotIndex], WIPE_TIME));
    }
示例#5
0
    void OnPhotonInstantiate(PhotonMessageInfo info)
    {
        if (instantiationData != null)
        {
            int id = (int)instantiationData[0];
            _laneOffset = (int)instantiationData[1];
            if (id < 0 || id >= Resolver.Instance.Units.Collection.Length)
            {
                if (isMine)
                {
                    PhotonNetwork.Destroy(gameObject);
                }
                return;
            }

            _unit = Resolver.Instance.Units.Collection[id];
            if (ownerId != PhotonNetwork.masterClient.ID)
            {
                _direction = Vector3.down;
            }
            ParseIUnitInfo();
            ColorShip();

            if (isMine == PhotonNetwork.isMasterClient)
            {
                MyMothership    = Resolver.Instance.RoomController.GetMasterMothership();
                EnemyMothership = Resolver.Instance.RoomController.GetClientMothership();
            }
            else
            {
                EnemyMothership = Resolver.Instance.RoomController.GetMasterMothership();
                MyMothership    = Resolver.Instance.RoomController.GetClientMothership();
            }

            _transform.position = MyMothership.GetTransform().position;
        }
        else
        {
            if (isMine)
            {
                PhotonNetwork.Destroy(gameObject);
            }
            return;
        }
    }
示例#6
0
 /// <summary>
 /// movement points an own or foreign unit has per turn, considering damage and wonders
 /// </summary>
 /// <param name="unit">the unit</param>
 /// <returns>movement points</returns>
 public static int UnitSpeed(IUnitInfo unit)
 {
     if (unit.Model.Domain == ModelDomain.Sea)
     {
         int speed = unit.Model.Speed;
         if (unit.Nation.HasWonder(Building.MagellansExpedition))
         {
             speed += 200;
         }
         if (unit.Health < 100)
         {
             speed = ((speed - 250) * unit.Health / 5000) * 50 + 250;
         }
         return(speed);
     }
     else
     {
         return(unit.Model.Speed);
     }
 }
示例#7
0
        public void SetValues(IUnitInfo info)
        {
            if (_transform == null)
            {
                Initialize();
            }

            _spawnID            = info.GetIndex();
            ShipImage.sprite    = info.GetBlueIcon();
            ShipEnergyCost.text = info.GetEnergyCost().ToString();

            ShipName.text = $"{info.GetTitle()[0]}<size=7>{info.GetTitle().Remove(0,1)}</size>";

            _rTransform.anchoredPosition = _defaultPosition;

            _selfImage.color = _srcColor;
            ShipImage.gameObject.SetActive(true);
            ShipEnergyCost.gameObject.SetActive(true);
            ShipName.gameObject.SetActive(true);

            IsEmpty = false;
        }
示例#8
0
文件: Empire.cs 项目: valdisz/C-evo-x
 protected override void OnBeforeForeignAttack(IUnitInfo attacker, Location target, BattleOutcome outcome)
 {
 }
示例#9
0
文件: Empire.cs 项目: valdisz/C-evo-x
 protected override void OnForeignMove(IUnitInfo unit, Location destination)
 {
 }
示例#10
0
 /// <summary>
 /// Attack a unit. Moves along shortest possible path considering all known information.
 /// Only does the part of the move that is possible within this turn.
 /// If move has to be continued next turn the return value has the Error property Incomplete.
 /// Operation breaks even if it could be continued within the turn if a new foreign unit or city is spotted,
 /// in this case the result has the NewUnitOrCitySpotted property set.
 /// Hostile terrain is considered to find a compromise between damage and reaching the target fast.
 /// </summary>
 /// <param name="target">unit to attack</param>
 /// <returns>result of operation</returns>
 public PlayResult Attack__Turn(IUnitInfo unit)
 {
     return(Attack__Turn(unit.Location));
 }
示例#11
0
 /// <summary>
 /// check if the unit that owns <paramref name="manager"/> has enough resources
 /// to build the unit detailed in info
 /// </summary>
 /// <param name="manager">the manager to check aganst</param>
 /// <param name="info">the unit to check</param>
 /// <returns>true if the player can build info, false otherwise</returns>
 public static bool checkResources(CommandManager manager, IUnitInfo info)
 {
     Units.Resources cost = info.Cost;
     Units.Resources harvested = manager.GetComponent<BasicController>().Owner.HarvestedResources;
     return harvested.HasEnoughResources(cost);
 }
示例#12
0
    public void buildUnit(int slotIndex, IUnitInfo unit)
    {
        if (unit == null) return;

        TargetedAction upgradeAction = null;

        //Begin by destroying the old unit
        if( units[slotIndex] != null ) {
            upgradeAction = units[slotIndex].originCard.upgrader;
            if( upgradeAction != null ) ui.triggerFlash( new int[]{slotIndex} );
            destroyUnit( slotIndex );
            //If destroyed unit has an UPGRADE, it will trigger the UI flash as it's being destroyed
        }

        //Create the actual unit
        enqueueAction (delegate(IGameplay g) {
            GameUnit u = new GameUnit ();
            u.energy = unit.getEnergy ();
            u.originCard = unit.getOriginCard ();
            u.name = unit.getName ();

            //Add attributes attached to this card
            foreach (string attr in unit.getAttributes())
                u.addAttribute (attr, (int)unit.getAttrValue (attr));

            //Register triggers attached to this card
            foreach( Trigger t in unit.getOriginCard().getTriggers() )
                registerTrigger( t, slotIndex );

            units [slotIndex] = u;
            ui.onCreateUnit (slotIndex, u);
        });

        //Do the UPGRADE trigger
        if( upgradeAction != null )
            enqueueAction ( delegate(IGameplay g) {
                upgradeAction(g, slotIndex);
            });

        //Supply
        if (getAttributeTotal (BoardManager.supplyAttr) > 0)
        enqueueAction( delegate(IGameplay g) {
            List<int> supplySlots = new List<int>(BoardManager.MAX_UNITS);
            int supplyTotal = 0;
            for( int i = 0; i < BoardManager.MAX_UNITS; ++i ) {
                if( i == slotIndex || units[i] == null ) continue;
                int? supplyValue = units[i].getAttrValue(supplyAttr);
                if( supplyValue != null && supplyValue != 0 ) {
                    supplySlots.Add(i);
                    supplyTotal += (int)supplyValue;
                }
            }

            if( supplySlots.Count > 0 ) g.modifyEnergy(slotIndex, supplyTotal );
            ui.triggerFlash( supplySlots.ToArray() );
        });

        //buildup
        if( getAttributeTotal(BoardManager.buildupAttr) > 0 )
        enqueueAction( delegate(IGameplay g) {
            for( int i = 0; i < BoardManager.MAX_UNITS; ++i ) {
                if( i == slotIndex || units[i] == null ) continue;
                int? buildupValue = units[i].getAttrValue(buildupAttr);
                if( buildupValue != null && buildupValue != 0 )
                    g.modifyEnergy( i, (int)buildupValue );
            }
        });

        //CreateUnit triggers (other than supply/buildup)
        foreach (Trigger t in allTriggers) if (t is CreateUnitTrigger) {
            CreateUnitTrigger captured = t as CreateUnitTrigger;
            if( captured.test != null && !captured.test(this, t.attachedSlot, slotIndex) ) continue;
            enqueueAction ( delegate(IGameplay g) {
                byte flags = captured.run( g, captured.attachedSlot, slotIndex);
                if( (flags & Trigger.FLASH) != 0 ) ui.triggerFlash( captured.attachedSlot );
                if( (flags & Trigger.REMOVE) != 0 ) allTriggers.Remove( captured );
            });
        }
    }