public void NextLevel() { if (WeaponCanUseCount[WeaponTurn] != 0) { if (UnitNumber > 3) { SetEnemy(untTest, wepTest); LoadManger.StartLoading(2); } else { WeaponCanUseCount[WeaponTurn] -= 1; UnitsCanUseCout[UnitTurn] -= 1; UnitBehevior UnitVar = Instantiate(UnitThis, transform); UnitVar.transform.position = Vector3.one * 1000; WeaponBehevior WeaponVar = Instantiate(WeaponThis, UnitVar.transform); WeaponVar.name = WeaponVar.data.name.Remove(0, 2) + " : " + Random.Range(0, 1001); WeaponVar.transform.localPosition = Vector3.zero + Vector3.up * 0.091f; WeaponVar.transform.localScale = Vector3.one; WeaponVar.transform.eulerAngles = Vector3.zero; UnitVar.Weapon = WeaponVar; UnitConfirmd[UnitNumber] = UnitVar.gameObject; UnitNumber = UnitNumber + 1; GetComponent <AudioSource> ().Play(); UnitVar.Enemy = false; Refresh(); } } }
public void OpenMenu() { UnitsCanUse = G_UnitsCanUse; WeaponCanUse = G_WeaponCanUse; WeaponCanUseCount = new List <int> (); for (int i = 0; i < WeaponCanUse.Length; i++) { WeaponCanUseCount.Add(Save.GetCoutInventory(WeaponCanUse[i].data.name, 1)); } UnitsCanUse = G_UnitsCanUse; UnitsCanUseCout = new List <int> (); for (int i = 0; i < UnitsCanUse.Length; i++) { UnitsCanUseCout.Add(Save.GetCoutInventory(UnitsCanUse[i].data.name, 2)); } GameObject.DontDestroyOnLoad(this.gameObject); UnitThis = Instantiate(UnitsCanUse[UnitTurn], transform); UnitThis.transform.position = Vector3.one * 1000; WeaponThis = Instantiate(WeaponCanUse[WeaponTurn], transform); WeaponThis.transform.position = Vector3.one * 1000; Refresh(); MissInit(); }
public void OpenMenu(List <UnitData> _unitList, List <WeaponData> _weaponList) { transform.GetChild(0).gameObject.SetActive(true); UnitsCanUse = new UnitBehevior[_unitList.Count]; WeaponCanUse = new WeaponBehevior[_weaponList.Count]; WeaponCanUseCount = new List <int> (); for (int i = 0; i < _unitList.Count; i++) { WeaponCanUse[i] = Instantiate(_emptyPrefabOfWeapon, Vector3.one * 1000, Quaternion.identity, transform); WeaponCanUse[i].data = _weaponList[i]; WeaponCanUse[i].ChekDataMetod(); WeaponCanUseCount.Add(99); } for (int i = 0; i < _unitList.Count; i++) { UnitsCanUse[i] = Instantiate(_emptyPrefabOfUnit, Vector3.one * 1000, Quaternion.identity, transform); UnitsCanUse[i].data = _unitList[i]; UnitsCanUse[i].ChekDataMetod(); } DontDestroyOnLoad(gameObject); UnitThis = Instantiate(UnitsCanUse[UnitTurn], transform); WeaponThis = Instantiate(WeaponCanUse[WeaponTurn], transform); Refresh(); }
void LoadDataFromRes() { AllUnitsCanUse = new UnitBehevior[Resources.LoadAll <UnitData> ("UnitData").Length]; int i = 0; foreach (UnitData n in Resources.LoadAll <UnitData> ("UnitData")) { AllUnitsCanUse[i] = Instantiate(_emptyPrefabOfUnit, Vector3.one * 1000, Quaternion.identity, transform); AllUnitsCanUse[i].data = n; AllUnitsCanUse[i].ChekDataMetod(); AllUnitsCanUse[i].name = AllUnitsCanUse[i].data.name.Remove(0, 2); i += 1; } AllWeaponCanUse = new WeaponBehevior[Resources.LoadAll <WeaponData> ("WeaponData").Length]; i = 0; foreach (WeaponData n in Resources.LoadAll <WeaponData> ("WeaponData")) { AllWeaponCanUse[i] = Instantiate(_emptyPrefabOfWeapon, Vector3.one * 1000, Quaternion.identity, transform); AllWeaponCanUse[i].data = n; AllWeaponCanUse[i].ChekDataMetod(); AllWeaponCanUse[i].name = AllWeaponCanUse[i].data.name.Remove(0, 2); i += 1; } }
public void ShowRadiousAttack(int _DistanceOfAttack) { Vector3 UnitPosition = Manager.CorrectUnit.transform.position; WeaponBehevior UnitWeapon = Manager.CorrectUnit.Weapon; CleatGrid(); foreach (Vector2 n in MoveMentList) { GridOfArena[(int)n.x, (int)n.y].FireZone = false; } #region Walking type , create normales grid int x; int y; switch ((int)UnitWeapon.fireTypeThis) { case 0: NodeCoordinat(Manager.CorrectUnit.transform.position, out x, out y); for (var d = 0; d < 4; d++) { for (var i = 1; i <= _DistanceOfAttack; i++) { var nodes = GridOfArena[x + i * MPAer(d, true), y + i * MPAer(d, false)]; if (nodes._Bloc != NodeA.TypeOfNode.Wall) { GridOfArena[nodes.x1, nodes.y1].FireZone = true; MoveMentList.Add(new Vector2(nodes.x1, nodes.y1)); if (nodes.UnitOnNode != null && i > 1) { break; } } else { break; } } } break; case 1: break; } #endregion CreateNodeShow(Color.red); }
void GetWeapon() { WeaponThis = Instantiate(WeaponCanUse[WeaponTurn], transform); WeaponThis.transform.position = Vector3.one * 1000; WeaponText.text = WeaponCanUse[WeaponTurn].name; WeaponImage.sprite = WeaponThis.data.ImageOFGun; AllText[4].text = "Skill for this weapon:" + UnitThis.Skills[WeaponThis.TypeWeapon]; AllText[5].text = "Ammo:" + WeaponThis.MaxLoad; AllText[6].text = "Damage:" + WeaponThis.Damage; AllText[7].text = "Optimal Distance:" + WeaponThis.NormalDistance.ToString() + "\n" + "Max Distance:" + WeaponThis.MaxDistance; AllText[8].text = "Weapon Cost:" + WeaponThis.WhatACost() + "\n" + "кол-во:" + WeaponCanUseCount[WeaponTurn]; AllText[12].text = "weapon fire:" + WeaponThis.fireTypeThis; AllText[10].text = "Unit and Weapon Cost:" + (UnitThis.WhatACost() + WeaponThis.WhatACost()); WeaponRareType.color = GetRareColor((int)WeaponThis.data.rareType); }
public void SetEnemy(List <UnitData> unitlist, List <WeaponData> weaponlist) { for (int i = 0; i < unitlist.Count; i++) { UnitBehevior UnitVar = Instantiate(UnitThis, transform); UnitVar.transform.position = Vector3.one * 1000; WeaponBehevior WeaponVar = Instantiate(WeaponThis, UnitVar.transform); WeaponVar.name = WeaponVar.data.name.Remove(0, 2) + " : " + Random.Range(0, 1001); WeaponVar.transform.localPosition = Vector3.zero + Vector3.up * 0.091f; WeaponVar.transform.localScale = Vector3.one; WeaponVar.transform.eulerAngles = Vector3.zero; UnitVar.Weapon = WeaponVar; UnitVar.data = unitlist[i]; UnitVar.ChekDataMetod(); WeaponVar.data = weaponlist[i]; WeaponVar.ChekDataMetod(); UnitVar.Enemy = true; UnitConfirmd[UnitNumber] = UnitVar.gameObject; UnitNumber = UnitNumber + 1; } }