示例#1
0
        public override (Building, int) ClosestBuilding(List <Building> buildings)   //Checks for closest building
        {
            int      shortest = 100;
            Building closest  = Spawn; //Closest building will be the building unit came from

            //Closest Building and Distance
            foreach (Building b in buildings)
            {
                if (b is FactoryBuilding)
                {
                    FactoryBuilding fb       = (FactoryBuilding)b;
                    int             distance = Math.Abs(this.XPos - fb.SpawnX)
                                               + Math.Abs(this.YPos - fb.SpawnY);
                    if (distance < shortest)
                    {
                        shortest = distance;
                        closest  = fb;
                    }
                }
                else if (b is ResourceBuilding)
                {
                    ResourceBuilding rb = (ResourceBuilding)b;
                    int distance        = Math.Abs(this.XPos - rb.XPos)
                                          + Math.Abs(this.YPos - rb.YPos);
                    if (distance < shortest)
                    {
                        shortest = distance;
                        closest  = rb;
                    }
                }
            }
            return(closest, shortest);
        }
示例#2
0
        public void InfoClick()
        {
            Ray          ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit2D hit = Physics2D.Raycast(ray.origin, ray.direction, Mathf.Infinity);

            if (hit)
            {
                float mouseX = hit.collider.transform.position.x;
                float mouseY = hit.collider.transform.position.y;

                foreach (Unit u in map.Units)
                {
                    if (u is MeleeUnit)
                    {
                        MeleeUnit mu = (MeleeUnit)u;
                        if (mu.XPos == mouseX && mu.YPos == mouseY)
                        {
                            statusInfo.text = mu.ToString();
                        }
                    }
                    else if (u is RangedUnit)
                    {
                        RangedUnit ru = (RangedUnit)u;
                        if (ru.XPos == mouseX && ru.YPos == mouseY)
                        {
                            statusInfo.text = ru.ToString();
                        }
                    }
                    else if (u is WizardUnit)
                    {
                        WizardUnit wu = (WizardUnit)u;
                        if (wu.XPos == mouseX && wu.YPos == mouseY)
                        {
                            statusInfo.text = wu.ToString();
                        }
                    }
                }

                foreach (Building bg in map.Buildings)
                {
                    if (bg is FactoryBuilding)
                    {
                        FactoryBuilding fb = (FactoryBuilding)bg;
                        if (fb.SpawnX == mouseX && fb.SpawnX == mouseY)
                        {
                            statusInfo.text = fb.ToString();
                        }
                    }
                    else if (bg is ResourceBuilding)
                    {
                        ResourceBuilding rb = (ResourceBuilding)bg;
                        if (rb.XPos == mouseX && rb.YPos == mouseY)
                        {
                            statusInfo.text = rb.ToString();
                        }
                    }
                }
            }
        }
示例#3
0
 public void Generate()  //Makes buildings at beginning of game
 {
     for (int i = 0; i < numBuild; i++)
     {
         if (r.Next(0, 2) == 0)
         {
             ResourceBuilding rb = new ResourceBuilding(r.Next(0, mapWidth), r.Next(0, mapHeight), 20, r.Next(0, 2), "{}", 0, 0, 10, 500);
             Buildings.Add(rb);
         }
         else
         {
             FactoryBuilding fb = new FactoryBuilding(r.Next(0, mapWidth), r.Next(0, mapHeight), 15, r.Next(0, 2), "[]", r.Next(0, 3), 4);
             Buildings.Add(fb);
         }
     }
 }
示例#4
0
文件: GameEngine.cs 项目: TaylaLR/POE
        public void DisplayMap()    //Displays correct symbol
        {
            foreach (Building bg in map.Buildings)
            {
                if (bg is FactoryBuilding)
                {
                    FactoryBuilding fb = (FactoryBuilding)bg;
                    if (fb.Team == 0)
                    {
                        if (fb.IsDead == false)
                        {
                            GameObject obj = Instantiate(factoryTeamOne, new Vector2(fb.SpawnX, fb.SpawnY), Quaternion.identity);
                            obj.transform.parent = transform;
                        }
                        else
                        {
                            GameObject obj = Instantiate(teamOneDeath, new Vector2(fb.SpawnX, fb.SpawnY), Quaternion.identity);
                            obj.transform.parent = transform;
                        }
                    }
                    else
                    {
                        if (fb.IsDead == false)
                        {
                            GameObject obj = Instantiate(factoryTeamTwo, new Vector2(fb.SpawnX, fb.SpawnY), Quaternion.identity);
                            obj.transform.parent = transform;
                        }
                        else
                        {
                            GameObject obj = Instantiate(teamTwoDeath, new Vector2(fb.SpawnX, fb.SpawnY), Quaternion.identity);
                            obj.transform.parent = transform;
                        }
                    }
                }
                else if (bg is ResourceBuilding)
                {
                    ResourceBuilding rb = (ResourceBuilding)bg;
                    if (rb.Team == 0)
                    {
                        if (rb.IsDead == false)
                        {
                            GameObject obj = Instantiate(resourceTeamOne, new Vector2(rb.XPos, rb.YPos), Quaternion.identity);
                            obj.transform.parent = transform;
                        }
                        else
                        {
                            GameObject obj = Instantiate(teamOneDeath, new Vector2(rb.XPos, rb.YPos), Quaternion.identity);
                            obj.transform.parent = transform;
                        }
                    }
                    else
                    {
                        if (rb.IsDead == false)
                        {
                            GameObject obj = Instantiate(resourceTeamTwo, new Vector2(rb.XPos, rb.YPos), Quaternion.identity);
                            obj.transform.parent = transform;
                        }
                        else
                        {
                            GameObject obj = Instantiate(teamTwoDeath, new Vector2(rb.XPos, rb.YPos), Quaternion.identity);
                            obj.transform.parent = transform;
                        }
                    }
                }
            }

            foreach (Unit u in map.Units)
            {
                if (u is MeleeUnit)
                {
                    MeleeUnit mu = (MeleeUnit)u;
                    if (mu.Team == 0)
                    {
                        if (mu.IsDead == false)
                        {
                            GameObject obj = Instantiate(meleeTeamOne, new Vector2(mu.XPos, mu.YPos), Quaternion.identity);
                            obj.transform.parent = transform;
                        }
                        else
                        {
                            GameObject obj = Instantiate(teamOneDeath, new Vector2(mu.XPos, mu.YPos), Quaternion.identity);
                            obj.transform.parent = transform;
                        }
                    }
                    else
                    {
                        if (mu.IsDead == false)
                        {
                            GameObject obj = Instantiate(meleeTeamTwo, new Vector2(mu.XPos, mu.YPos), Quaternion.identity);
                            obj.transform.parent = transform;
                        }
                        else
                        {
                            GameObject obj = Instantiate(teamTwoDeath, new Vector2(mu.XPos, mu.YPos), Quaternion.identity);
                            obj.transform.parent = transform;
                        }
                    }
                }
                else if (u is RangedUnit)
                {
                    RangedUnit ru = (RangedUnit)u;

                    if (ru.Team == 0)
                    {
                        if (ru.IsDead == false)
                        {
                            GameObject obj = Instantiate(rangerTeamOne, new Vector2(ru.XPos, ru.YPos), Quaternion.identity);
                            obj.transform.parent = transform;
                        }
                        else
                        {
                            GameObject obj = Instantiate(teamOneDeath, new Vector2(ru.XPos, ru.YPos), Quaternion.identity);
                            obj.transform.parent = transform;
                        }
                    }
                    else
                    {
                        if (ru.IsDead == false)
                        {
                            GameObject obj = Instantiate(rangerTeamTwo, new Vector2(ru.XPos, ru.YPos), Quaternion.identity);
                            obj.transform.parent = transform;
                        }
                        else
                        {
                            GameObject obj = Instantiate(teamTwoDeath, new Vector2(ru.XPos, ru.YPos), Quaternion.identity);
                            obj.transform.parent = transform;
                        }
                    }
                }
                else if (u is WizardUnit)
                {
                    WizardUnit wu = (WizardUnit)u;
                    if (wu.IsDead == false)
                    {
                        GameObject obj = Instantiate(wizardTeam, new Vector2(wu.XPos, wu.YPos), Quaternion.identity);
                        obj.transform.parent = transform;
                    }
                    else
                    {
                        GameObject obj = Instantiate(wizardDeath, new Vector2(wu.XPos, wu.YPos), Quaternion.identity);
                        obj.transform.parent = transform;
                    }
                }
            }
        }
示例#5
0
文件: GameEngine.cs 项目: TaylaLR/POE
        public void UpdateMap()
        {
            foreach (Building bg in map.Buildings)
            {
                if (bg is FactoryBuilding)
                {
                    FactoryBuilding fb = (FactoryBuilding)bg;
                    if (fb.ProductionSpeed % rounds == 0 && numResources >= costOfUnits)  //Checks if factory building can spawn more units
                    {
                        map.Units.Add(fb.UnitSpawn());
                        numResources -= costOfUnits;
                    }
                }
                else if (bg is ResourceBuilding) //Generates more resources
                {
                    ResourceBuilding rb = (ResourceBuilding)bg;
                    numResources += rb.ResourceGeneration();
                }
            }
            for (int i = 0; i < map.Units.Count; i++)
            {
                if (map.Units[i] is MeleeUnit)
                {
                    MeleeUnit mu = (MeleeUnit)map.Units[i];
                    if (mu.Health <= mu.MaxHealth * 0.25) // Running Away
                    {
                        mu.Move((Unit.direction)r.Next(0, 4));
                    }
                    else
                    {
                        (Unit closest, int distanceTo)           = mu.Closest(map.Units);
                        (Building closestbuilding, int distance) = mu.ClosestBuilding(map.Buildings);

                        if (distanceTo < distance)  //Checks if Unit is closer than building
                        {
                            //Check In Range
                            if (distanceTo <= mu.AttackRange)
                            {
                                mu.IsAttacking = true;
                                mu.Combat(closest);

                                if (mu.IsDead == true)   //Returns resources if unit is dead
                                {
                                    foreach (Building bg in map.Buildings)
                                    {
                                        if (bg is ResourceBuilding)
                                        {
                                            ResourceBuilding rb = (ResourceBuilding)bg;
                                            if (mu.Team == rb.Team)
                                            {
                                                rb.ResourcesGenerated++;
                                            }
                                        }
                                    }
                                }
                            }
                            else //Move Towards
                            {
                                if (closest is MeleeUnit)
                                {
                                    MeleeUnit closestMu = (MeleeUnit)closest;
                                    if (mu.XPos > closestMu.XPos) //North
                                    {
                                        mu.Move(Unit.direction.North);
                                    }
                                    else if (mu.XPos < closestMu.XPos) //South
                                    {
                                        mu.Move(Unit.direction.South);
                                    }
                                    else if (mu.YPos > closestMu.YPos) //West
                                    {
                                        mu.Move(Unit.direction.West);
                                    }
                                    else if (mu.YPos < closestMu.YPos) //East
                                    {
                                        mu.Move(Unit.direction.East);
                                    }
                                }
                                else if (closest is RangedUnit)
                                {
                                    RangedUnit closestRu = (RangedUnit)closest;
                                    if (mu.XPos > closestRu.XPos) //North
                                    {
                                        mu.Move(Unit.direction.North);
                                    }
                                    else if (mu.XPos < closestRu.XPos) //South
                                    {
                                        mu.Move(Unit.direction.South);
                                    }
                                    else if (mu.YPos > closestRu.YPos) //West
                                    {
                                        mu.Move(Unit.direction.West);
                                    }
                                    else if (mu.YPos < closestRu.YPos) //East
                                    {
                                        mu.Move(Unit.direction.East);
                                    }
                                }
                                else if (closest is WizardUnit)
                                {
                                    WizardUnit closestWu = (WizardUnit)closest;
                                    if (mu.XPos > closestWu.XPos) //North
                                    {
                                        mu.Move(Unit.direction.North);
                                    }
                                    else if (mu.XPos < closestWu.XPos) //South
                                    {
                                        mu.Move(Unit.direction.South);
                                    }
                                    else if (mu.YPos > closestWu.YPos) //West
                                    {
                                        mu.Move(Unit.direction.West);
                                    }
                                    else if (mu.YPos < closestWu.YPos) //East
                                    {
                                        mu.Move(Unit.direction.East);
                                    }
                                }
                            }
                        }
                        else     //if building is closer
                        {
                            //Check In Range
                            if (distance <= mu.AttackRange)
                            {
                                mu.IsAttacking = true;
                                closestbuilding.Attacked(mu);
                            }
                            else //Move Towards
                            {
                                if (closestbuilding is FactoryBuilding)
                                {
                                    FactoryBuilding closestfb = (FactoryBuilding)closestbuilding;
                                    if (mu.XPos > closestfb.SpawnX) //North
                                    {
                                        mu.Move(Unit.direction.North);
                                    }
                                    else if (mu.XPos < closestfb.SpawnX) //South
                                    {
                                        mu.Move(Unit.direction.South);
                                    }
                                    else if (mu.YPos > closestfb.SpawnY) //West
                                    {
                                        mu.Move(Unit.direction.West);
                                    }
                                    else if (mu.YPos < closestfb.SpawnY) //East
                                    {
                                        mu.Move(Unit.direction.East);
                                    }
                                }
                                else if (closestbuilding is ResourceBuilding)
                                {
                                    ResourceBuilding closestrb = (ResourceBuilding)closestbuilding;
                                    if (mu.XPos > closestrb.XPos) //North
                                    {
                                        mu.Move(Unit.direction.North);
                                    }
                                    else if (mu.XPos < closestrb.XPos) //South
                                    {
                                        mu.Move(Unit.direction.South);
                                    }
                                    else if (mu.YPos > closestrb.YPos) //West
                                    {
                                        mu.Move(Unit.direction.West);
                                    }
                                    else if (mu.YPos < closestrb.YPos) //East
                                    {
                                        mu.Move(Unit.direction.East);
                                    }
                                }
                            }
                        }
                    }
                }
                else if (map.Units[i] is RangedUnit)
                {
                    RangedUnit ru = (RangedUnit)map.Units[i];
                    if (ru.Health <= ru.MaxHealth * 0.25) //Running away
                    {
                        ru.Move((Unit.direction)r.Next(0, 4));
                    }
                    (Unit closest, int distanceTo)           = ru.Closest(map.Units);
                    (Building closestbuilding, int distance) = ru.ClosestBuilding(map.Buildings);

                    if (distanceTo < distance)  //Checks if Unit is closer than building
                    {
                        //Check In Range
                        if (distanceTo <= ru.AttackRange)
                        {
                            ru.IsAttacking = true;
                            ru.Combat(closest);

                            if (ru.IsDead == true)  //Returns resources if unit is dead
                            {
                                foreach (Building bg in map.Buildings)
                                {
                                    if (bg is ResourceBuilding)
                                    {
                                        ResourceBuilding rb = (ResourceBuilding)bg;
                                        if (ru.Team == rb.Team)
                                        {
                                            rb.ResourcesGenerated++;
                                        }
                                    }
                                }
                            }
                        }
                        else //Move Towards
                        {
                            if (closest is MeleeUnit)
                            {
                                MeleeUnit closestMu = (MeleeUnit)closest;
                                if (ru.XPos > closestMu.XPos) //North
                                {
                                    ru.Move(Unit.direction.North);
                                }
                                else if (ru.XPos < closestMu.XPos) //South
                                {
                                    ru.Move(Unit.direction.South);
                                }
                                else if (ru.YPos > closestMu.YPos) //West
                                {
                                    ru.Move(Unit.direction.West);
                                }
                                else if (ru.YPos < closestMu.YPos) //East
                                {
                                    ru.Move(Unit.direction.East);
                                }
                            }
                            else if (closest is RangedUnit)
                            {
                                RangedUnit closestRu = (RangedUnit)closest;
                                if (ru.XPos > closestRu.XPos) //North
                                {
                                    ru.Move(Unit.direction.North);
                                }
                                else if (ru.XPos < closestRu.XPos) //South
                                {
                                    ru.Move(Unit.direction.South);
                                }
                                else if (ru.YPos > closestRu.YPos) //West
                                {
                                    ru.Move(Unit.direction.West);
                                }
                                else if (ru.YPos < closestRu.YPos) //East
                                {
                                    ru.Move(Unit.direction.East);
                                }
                            }
                            else if (closest is WizardUnit)
                            {
                                WizardUnit closestWu = (WizardUnit)closest;
                                if (ru.XPos > closestWu.XPos) //North
                                {
                                    ru.Move(Unit.direction.North);
                                }
                                else if (ru.XPos < closestWu.XPos) //South
                                {
                                    ru.Move(Unit.direction.South);
                                }
                                else if (ru.YPos > closestWu.YPos) //West
                                {
                                    ru.Move(Unit.direction.West);
                                }
                                else if (ru.YPos < closestWu.YPos) //East
                                {
                                    ru.Move(Unit.direction.East);
                                }
                            }
                        }
                    }
                    else     //if building is closer
                    {
                        //Check In Range
                        if (distance <= ru.AttackRange)
                        {
                            ru.IsAttacking = true;
                            closestbuilding.Attacked(ru);
                        }
                        else //Move Towards
                        {
                            if (closestbuilding is FactoryBuilding)
                            {
                                FactoryBuilding closestfb = (FactoryBuilding)closestbuilding;
                                if (ru.XPos > closestfb.SpawnX) //North
                                {
                                    ru.Move(Unit.direction.North);
                                }
                                else if (ru.XPos < closestfb.SpawnX) //South
                                {
                                    ru.Move(Unit.direction.South);
                                }
                                else if (ru.YPos > closestfb.SpawnY) //West
                                {
                                    ru.Move(Unit.direction.West);
                                }
                                else if (ru.YPos < closestfb.SpawnY) //East
                                {
                                    ru.Move(Unit.direction.East);
                                }
                            }
                            else if (closestbuilding is ResourceBuilding)
                            {
                                ResourceBuilding closestrb = (ResourceBuilding)closestbuilding;
                                if (ru.XPos > closestrb.XPos) //North
                                {
                                    ru.Move(Unit.direction.North);
                                }
                                else if (ru.XPos < closestrb.XPos) //South
                                {
                                    ru.Move(Unit.direction.South);
                                }
                                else if (ru.YPos > closestrb.YPos) //West
                                {
                                    ru.Move(Unit.direction.West);
                                }
                                else if (ru.YPos < closestrb.YPos) //East
                                {
                                    ru.Move(Unit.direction.East);
                                }
                            }
                        }
                    }
                }
                else if (map.Units[i] is WizardUnit)
                {
                    WizardUnit wu = (WizardUnit)map.Units[i];
                    if (wu.Health <= wu.MaxHealth * 0.5)    //Running away
                    {
                        wu.Move((Unit.direction)r.Next(0, 4));
                    }
                    else
                    {
                        (Unit closest, int distanceTo) = wu.Closest(map.Units);

                        //Check In Range
                        if (distanceTo <= wu.AttackRange)
                        {
                            wu.IsAttacking = true;
                            wu.Combat(closest);
                        }
                        else //Move Towards
                        {
                            if (closest is MeleeUnit)
                            {
                                MeleeUnit closestMu = (MeleeUnit)closest;
                                if (wu.XPos > closestMu.XPos) //North
                                {
                                    wu.Move(Unit.direction.North);
                                }
                                else if (wu.XPos < closestMu.XPos) //South
                                {
                                    wu.Move(Unit.direction.South);
                                }
                                else if (wu.YPos > closestMu.YPos) //West
                                {
                                    wu.Move(Unit.direction.West);
                                }
                                else if (wu.YPos < closestMu.YPos) //East
                                {
                                    wu.Move(Unit.direction.East);
                                }
                            }
                            else if (closest is RangedUnit)
                            {
                                RangedUnit closestRu = (RangedUnit)closest;
                                if (wu.XPos > closestRu.XPos) //North
                                {
                                    wu.Move(Unit.direction.North);
                                }
                                else if (wu.XPos < closestRu.XPos) //South
                                {
                                    wu.Move(Unit.direction.South);
                                }
                                else if (wu.YPos > closestRu.YPos) //West
                                {
                                    wu.Move(Unit.direction.West);
                                }
                                else if (wu.YPos < closestRu.YPos) //East
                                {
                                    wu.Move(Unit.direction.East);
                                }
                            }
                        }
                    }
                }
            }
        }