Created different unit lists by map position and team

This commit is contained in:
vylion 2016-10-29 11:48:31 +02:00
parent e15dbc9182
commit 6d8fc52d3b
4 changed files with 58 additions and 33 deletions

View file

@ -18,15 +18,15 @@ public class Generator : MonoBehaviour {
GameObject turnMan = Instantiate (tmanager);
GameObject mapCreator = Instantiate (mcreator);
GameObject unitCreator = Instantiate (ucreator);
tScript = turnMan.GetComponent<TurnManagerScript>();
mScript = mapCreator.GetComponent<MapCreation>();
uScript = unitCreator.GetComponent<UnitCreator>();
tScript = turnMan.GetComponent<TurnManagerScript> ();
mScript = mapCreator.GetComponent<MapCreation> ();
uScript = unitCreator.GetComponent<UnitCreator> ();
uScript.mapSize = new Vector2 (20, 40);
int[,] map = new int [x,y];
for(int i = 0; i < x; ++i) {
for(int j = 0; j < y; ++j) {
if (i == 0 || i == x-1 || j == 0 || j == y-1)
int[,] map = new int [x, y];
for (int i = 0; i < x; ++i) {
for (int j = 0; j < y; ++j) {
if (i == 0 || i == x - 1 || j == 0 || j == y - 1)
map [i, j] = -1;
else
map [i, j] = 0;
@ -35,9 +35,11 @@ public class Generator : MonoBehaviour {
//just to test
map [10, 10] = -1;
map [10, 20] = -1;
mScript.setMatrix (map,x,y);
mScript.setMatrix (map, x, y);
turnMan.GetComponent<TurnManagerScript> ().charMap = uScript.tutorialUnits (x, y);
uScript.tutorialUnits ();
turnMan.GetComponent<TurnManagerScript> ().charMap = uScript.getUnitMap ();
turnMan.GetComponent<TurnManagerScript> ().charList = uScript.getUnitLists ();
}
// Update is called once per frame

View file

@ -9,7 +9,7 @@ public class TurnManagerScript : MonoBehaviour {
public int playerNum = 2;
public int iaNum = 0;
public bool inTurn = true;
//public List<List<GameObject> > charList;
public List<List<GameObject> > charList;
public List<int> terrain;
public List<GameObject> charMap;

View file

@ -38,9 +38,10 @@ public class UnitBehaviour : MonoBehaviour {
public int attackActions = 2;
public Elemental attackElem = Elemental.None;
public void SetupStats (int pX, int pZ, int actions = 2, int steps = 5, int p = 50, int crit = 10, int pRange = 20, int critRange = 10) {
public void SetupStats (int pX, int pZ, Team id, int actions = 2, int steps = 5, int p = 50, int crit = 10, int pRange = 20, int critRange = 10) {
posX = pX;
posZ = pZ;
teamID = id;
actionsPerTurn = actions;
stepLength = steps;
if (pRange > 0) {

View file

@ -6,10 +6,14 @@ public class UnitCreator : MonoBehaviour {
public GameObject lichObject;
public GameObject skeletonObject;
public List<GameObject> units;
public List<GameObject> unitsByMap;
public Vector2 mapSize;
public List<List<GameObject>> unitsByTeam;
private UnitBehaviour playerLichScript;
private List<GameObject> teamNone;
private List<GameObject> teamPlayer;
private List<GameObject> teamEnemy1;
public enum UnitType {
Lich = 0,
@ -30,14 +34,14 @@ public class UnitCreator : MonoBehaviour {
}
void createUnit(int posX, int posZ, UnitBehaviour.Team team, UnitType type = UnitType.Skeleton) {
GameObject unit;
GameObject unit = null;
if (type == UnitType.Lich) {
unit = Instantiate (lichObject, new Vector3(posX, lichObject.transform.lossyScale.y/2f, posZ), Quaternion.identity) as GameObject;
unit.transform.localScale = new Vector3 (unit.transform.lossyScale.y/unit.transform.lossyScale.y, 1, unit.transform.lossyScale.z/unit.transform.lossyScale.y);
unit.GetComponent<UnitBehaviour> ().SetupStats (posX, posZ, 3, 3, 100, 0, 0, 0);
unit.GetComponent<UnitBehaviour> ().SetupStats (posX, posZ, team, 3, 3, 100, 0, 0, 0);
unit.GetComponent<UnitBehaviour> ().SetupBaseAttack (4, 2, 3);
units.Insert(posX*(int)mapSize.x+posZ, unit);
unitsByMap.Insert(posX*(int)mapSize.x+posZ, unit);
if (team == UnitBehaviour.Team.Player && playerLichScript == null )
playerLichScript = unit.GetComponent<UnitBehaviour> ();
@ -45,28 +49,37 @@ public class UnitCreator : MonoBehaviour {
} else if (type == UnitType.Skeleton) {
unit = Instantiate (skeletonObject, new Vector3(posX, 0f, posZ), Quaternion.identity) as GameObject;
unit.transform.localScale = new Vector3 (unit.transform.localScale.x*0.3f, unit.transform.localScale.y*0.3f, unit.transform.localScale.z*0.3f);
unit.GetComponent<UnitBehaviour> ().SetupStats (posX, posZ);
units.Insert(posX*(int)mapSize.x+posZ, unit);
unit.GetComponent<UnitBehaviour> ().SetupStats (posX, posZ, team);
unitsByMap.Insert(posX*(int)mapSize.x+posZ, unit);
}
if (team == UnitBehaviour.Team.Enemy1) {
if (team == UnitBehaviour.Team.Player) {
teamPlayer.Add (unit);
} else if (team == UnitBehaviour.Team.Enemy1) {
unit.transform.Rotate (new Vector3 (0, 180, 0));
teamEnemy1.Add (unit);
}
}
//units.Add (unit);
}
}
public List<GameObject> tutorialUnits(int x, int y) {
units = new List<GameObject>(x * y);
void setMap(int x, int y) {
unitsByMap = new List<GameObject>(x * y);
for (int i = 0; i < y; i++) {
for (int j = 0; j < x; j++) {
units.Insert(i * x + j, null);
unitsByMap.Insert(i * x + j, null);
}
}
unitsByTeam = new List<List<GameObject>> ();
teamNone = new List<GameObject> ();
teamPlayer = new List<GameObject> ();
teamEnemy1 = new List<GameObject> ();
}
public void tutorialUnits() {
setMap (20, 40);
createUnit (9, 5, UnitBehaviour.Team.Player, UnitType.Lich);
createUnit (8, 7, UnitBehaviour.Team.Player);
@ -84,6 +97,15 @@ public class UnitCreator : MonoBehaviour {
createUnit (16, 24, UnitBehaviour.Team.Enemy1);
createUnit (17, 26, UnitBehaviour.Team.Enemy1);
return units;
unitsByTeam.Add (teamPlayer);
unitsByTeam.Add (teamEnemy1);
}
public List<List<GameObject>> getUnitLists() {
return unitsByTeam;
}
public List<GameObject> getUnitMap() {
return unitsByMap;
}
}