示例#1
0
        private void TileSort(MaterialInitData initData, GameObject[] selectedTheme)
        {
            int        index          = 0;
            List <int> tileSponeIndex = new List <int>()
            {
                0, 1, 2, 4, 9, 14, 22, 23, 24, 10, 15, 20
            };

            // 타일 인스턴스
            for (int i = 0; i < 5; i++)
            {
                for (int j = 0; j < 5; j++)
                {
                    int     ran  = Random.Range(0, selectedTheme.Length);
                    Vector3 pos  = new Vector3(i + transform.position.x, 0.35f, j);
                    Tile    tile = TileLoad(pos);
                    GroundInstance(selectedTheme[ran], tile);
                    TileData tileData;
                    if (tileSponeIndex.Contains(index))
                    {
                        // 남은 자원 숫자
                        tileData = RandomMaterial(index, tileSponeIndex.Count, initData);
                        tileSponeIndex.Remove(index);
                    }
                    else
                    {
                        tileData = new TileData(isPlayerGround, index, 100, TileState.NORMAL);
                    }
                    tile.TileInit(tileData);
                    tileList.Add(tile);
                    index++;
                }
            }
        }
        public void UnitControllerInit(bool isPlayer, GameObject[] selectedTheme, MaterialInitData materialInitData, UnitInitData unitInitData)
        {
            //플레이어 진영인지
            this.isPlayer = isPlayer;
            // 그라운드 타일 및 자원 생성
            ground.GroundInit(isPlayer, selectedTheme, materialInitData);
            // 유닛 데이터 생성
            unitData = new UnitData()
            {
                unitLevel       = unitInitData.unitLevel,
                unitIndex       = unitInitData.unitIndex,
                unitHp          = unitInitData.unitHp,
                unitMaxHp       = unitInitData.unitHp,
                unitDemage      = unitInitData.unitDemage,
                maxStamina      = unitInitData.maxStamina,
                stamina         = unitInitData.stamina,
                staminaCoolTime = unitInitData.staminaCoolTime,
                tableCount      = 0,
                unitMaterial    = new UnitMaterialData()
            };
            // 유닛 위치 초기화
            unitControl.transform.position = ReturnMovePos(unitData.unitIndex);

            // 유닛 HUD 초기화
            unitUI.SetDelegate(UnitStaminaUp);
            unitUI.UnitUIUpdate(unitData);

            // 델리게이트 설정

            unitControl.SetDelegate(Move, Collect, Build, BuildTap, isPlayer, EnemyAction, EnemyBuildAction, EnemyLevelUp);
            // 이벤트 리스너 등록
            if (isPlayer)
            {
                EventManager.Instance.on(EVENT_TYPE.TOWER_WILL_BUILD, TowerButtonTap);
                EventManager.Instance.on(EVENT_TYPE.TABLE_WILL_BUILD, TableButtonTap);
                EventManager.Instance.on(EVENT_TYPE.BUNKER_WILL_BUILD, BunkerButtonTap);
                EventManager.Instance.on(EVENT_TYPE.WILL_BUILD_OFF, BuildOff);
            }

            EventManager.Instance.on(EVENT_TYPE.TILE_HIT, IsPlayerHit);
            EventManager.Instance.on(EVENT_TYPE.TABLE_BROKEN, TableBroken);
        }
        public void GameInit()
        {
            MaterialInitData playerMaterialInitData = new MaterialInitData()
            {
                wood = new MaterialData()
                {
                    state  = MaterialState.WOOD,
                    count  = materialInitCount.woodCount,
                    amount = materialInitAmount.woodCount
                },
                stone = new MaterialData()
                {
                    state  = MaterialState.STONE,
                    count  = materialInitCount.stoneCount,
                    amount = materialInitAmount.stoneCount
                },
                iron = new MaterialData()
                {
                    state  = MaterialState.IRON,
                    count  = materialInitCount.ironCount,
                    amount = materialInitAmount.ironCount
                },
                adam = new MaterialData()
                {
                    state  = MaterialState.ADAM,
                    count  = materialInitCount.adamCount,
                    amount = materialInitAmount.adamCount
                },
            };
            MaterialInitData EnemyMaterialInitData = new MaterialInitData()
            {
                wood = new MaterialData()
                {
                    state  = MaterialState.WOOD,
                    count  = materialInitCount.woodCount,
                    amount = materialInitAmount.woodCount
                },
                stone = new MaterialData()
                {
                    state  = MaterialState.STONE,
                    count  = materialInitCount.stoneCount,
                    amount = materialInitAmount.stoneCount
                },
                iron = new MaterialData()
                {
                    state  = MaterialState.IRON,
                    count  = materialInitCount.ironCount,
                    amount = materialInitAmount.ironCount
                },
                adam = new MaterialData()
                {
                    state  = MaterialState.ADAM,
                    count  = materialInitCount.adamCount,
                    amount = materialInitAmount.adamCount
                },
            };

            playerController.UnitControllerInit(true, selecetedTheme, playerMaterialInitData, unitInitData);
            enemyController.UnitControllerInit(false, selecetedTheme, EnemyMaterialInitData, unitInitData);
            // FireTimeCount();
            StartCoroutine("OneSecTimer");
        }
示例#4
0
 public void GroundInit(bool isPlayerGround, GameObject[] selectedTheme, MaterialInitData materialInitData)
 {
     this.isPlayerGround = isPlayerGround;
     TileSort(materialInitData, selectedTheme);
     EventManager.Instance.on(EVENT_TYPE.TOWER_FIRE, TileTargeting);
 }
示例#5
0
        private TileData RandomMaterial(int index, int tileSponeIndexCount, MaterialInitData initData)
        {
            TileData tileData;
            int      currentRemainingMaterial = initData.wood.count + initData.stone.count + initData.iron.count + initData.adam.count;

            // 남은 자원의 숫자가 들어갈 자원의 숫자와 같으면
            if (currentRemainingMaterial == tileSponeIndexCount) // 12 보다 클 수 없음
            {
                if (initData.wood.count > 0)
                {
                    tileData = new TileData(isPlayerGround, index, initData.wood.amount, TileState.MATERIAL, MaterialState.WOOD);
                    initData.wood.count--;
                }
                else if (initData.stone.count > 0)
                {
                    tileData = new TileData(isPlayerGround, index, initData.stone.amount, TileState.MATERIAL, MaterialState.STONE);
                    initData.stone.count--;
                }
                else if (initData.iron.count > 0)
                {
                    tileData = new TileData(isPlayerGround, index, initData.iron.amount, TileState.MATERIAL, MaterialState.IRON);
                    initData.iron.count--;
                }
                else if (initData.adam.count > 0)
                {
                    tileData = new TileData(isPlayerGround, index, initData.adam.amount, TileState.MATERIAL, MaterialState.ADAM);
                    initData.adam.count--;
                }
                else
                {
                    tileData = new TileData(isPlayerGround, index, 100, TileState.NORMAL);
                }
            }
            else
            {
                int ran = Random.Range(0, 2); // Normal 인지 Material 인지
                if (ran == 1)
                {                             // material 이면
                    int materialRan = Random.Range(0, 4);
                    if (materialRan == 0 && initData.wood.count > 0)
                    {
                        tileData = new TileData(isPlayerGround, index, initData.wood.amount, TileState.MATERIAL, MaterialState.WOOD);
                        initData.wood.count--;
                    }
                    else if (materialRan == 1 && initData.stone.count > 0)
                    {
                        tileData = new TileData(isPlayerGround, index, initData.wood.amount, TileState.MATERIAL, MaterialState.STONE);
                        initData.stone.count--;
                    }
                    else if (materialRan == 2 && initData.iron.count > 0)
                    {
                        tileData = new TileData(isPlayerGround, index, initData.wood.amount, TileState.MATERIAL, MaterialState.IRON);
                        initData.iron.count--;
                    }
                    else if (materialRan == 3 && initData.adam.count > 0)
                    {
                        tileData = new TileData(isPlayerGround, index, initData.wood.amount, TileState.MATERIAL, MaterialState.ADAM);
                        initData.adam.count--;
                    }
                    else
                    {
                        tileData = new TileData(isPlayerGround, index, 100, TileState.NORMAL);
                    }
                }
                else
                {
                    tileData = new TileData(isPlayerGround, index, 100, TileState.NORMAL);
                }
            }

            return(tileData);
        }