示例#1
0
 public Spawner_Button_Stats(string val1, bool spawned, float timer, PRODUCTION_MODE mode, bool istoggle)
 {
     name               = val1;
     hasSpawned         = spawned;
     cooldownTimer      = timer;
     activeTimerUpdater = timer;
     binder             = mode;
     isToggle           = istoggle;
 }
示例#2
0
    void Awake()
    {
        player_storage = new GameObject[GameObject.FindGameObjectsWithTag("Player").Length];
        player_storage = GameObject.FindGameObjectsWithTag("Player");

        foreach (GameObject player in player_storage)
        {
            if (player.GetComponent <PhotonView>().Owner != null)
            {
                player_instance = player;
                break;
            }
        }

        base_storage = new GameObject[GameObject.FindGameObjectsWithTag("Base").Length];
        base_storage = GameObject.FindGameObjectsWithTag("Base");

        foreach (GameObject _base in base_storage)
        {
            if (_base.GetComponent <StructureBase>().faction == player_instance.GetComponent <PlayerDetails>().faction)
            {
                player_base = _base;
                break;
            }
        }

        spawner_buttons = new Button[GameObject.Find("ProductionPanel").GetComponentsInChildren <Button>().Length];
        spawner_buttons = GameObject.Find("ProductionPanel").GetComponentsInChildren <Button>();

        foreach (Button button in spawner_buttons)
        {
            float           timer  = 0.0f;
            PRODUCTION_MODE mode   = PRODUCTION_MODE.NONE;
            bool            toggle = false;


            switch (button.name)
            {
            case "FootSoldier":
                timer = 3.0f;
                mode  = PRODUCTION_MODE.UNITS;
                button.gameObject.SetActive(false);
                toggle = false;
                break;

            case "Tank":
                timer = 6.0f;
                mode  = PRODUCTION_MODE.UNITS;
                button.gameObject.SetActive(false);
                toggle = false;
                break;

            case "Scout":
                timer = 1.0f;
                mode  = PRODUCTION_MODE.UNITS;
                button.gameObject.SetActive(false);
                toggle = false;
                break;

            case "Artillery":
                timer = 7.0f;
                mode  = PRODUCTION_MODE.UNITS;
                button.gameObject.SetActive(false);
                toggle = false;
                break;

            case "Sniper":
                timer = 7.0f;
                mode  = PRODUCTION_MODE.UNITS;
                button.gameObject.SetActive(false);
                toggle = false;
                break;

            case "Hero":
                mode = PRODUCTION_MODE.UNITS;
                button.gameObject.SetActive(false);
                toggle = false;
                break;

            case "Barricade":
                timer = 4.0f;
                mode  = PRODUCTION_MODE.STRUCTURES;
                button.gameObject.SetActive(false);
                toggle = false;
                break;

            case "Turret":
                timer = 6.0f;
                mode  = PRODUCTION_MODE.STRUCTURES;
                button.gameObject.SetActive(false);
                toggle = false;
                break;

            case "Harvester":
                timer = 3.0f;
                mode  = PRODUCTION_MODE.STRUCTURES;
                button.gameObject.SetActive(false);
                toggle = false;
                break;

            default:
                button.gameObject.SetActive(true);
                break;
            }
            spawner_buttons_stats.Add(new Spawner_Button_Stats(button.name, false, timer, mode, toggle));
        }
    }