示例#1
0
    // Use this for initialization
    void Awake()
    {
        base_s              = gameObject.GetComponent<entityBaseS>();
        mech_s  	 	    = gameObject.GetComponent<entityMechS>();
        enemy_list 			= new List<entityEnemyS>();
        resource_node_list  = new List<entityNodeS>();

        entity_dict = new Dictionary<EntityE, GameObject>();
        entity_dict.Add(EntityE.Base, base_entity);
        entity_dict.Add(EntityE.Player, player_entity);
        entity_dict.Add(EntityE.Enemy, enemy_entity);

        node_dict.Add(Node.Factory, node_entity);
        node_dict.Add(Node.Outpost, node_entity);
        node_dict.Add(Node.Junkyard, node_entity);

        part_dict.Add(Part.Gear, particle_gear);
        part_dict.Add(Part.Plate, particle_plate);
        part_dict.Add(Part.Piston, particle_piston);
        part_dict.Add(Part.Strut, particle_strut);
    }
示例#2
0
    //create a base for the level
    public static bool instantiateBase(int x, int z, float starting_hp_percentage)
    {
        bool is_first_base = base_s == null;
        print (is_first_base + "base make");
        GameObject new_entity = instantiateEntity(x, z, EntityE.Base);
        base_s = (entityBaseS) new_entity.AddComponent("entityBaseS");

        if(base_s == null)
            throw new System.Exception("Base Entity not created properly D: | " + (base_s == null));

        base_s.x = x;
        base_s.z = z;
        base_s.setCurrentHPviaPercentage(starting_hp_percentage);
        return is_first_base;
    }