skeleton-wars/Assets/UnitCreator.cs
2016-10-29 06:31:39 +02:00

76 lines
2.5 KiB
C#

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class UnitCreator : MonoBehaviour {
public GameObject lichObject;
public GameObject skeletonObject;
public List<GameObject> units;
private UnitBehaviour playerLichScript;
public enum UnitType {
Lich = 0,
Skeleton,
Size
}
// Use this for initialization
void Start () {
units = new List<GameObject> ();
playerLichScript = null;
}
// Update is called once per frame
void Update () {
}
void createUnit(int posX, int posZ, UnitBehaviour.Team team, UnitType type = UnitType.Skeleton) {
GameObject unit;
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> ().SetupBaseAttack (4, 2, 3);
units.Add (unit);
if (team == UnitBehaviour.Team.Player && playerLichScript == null )
playerLichScript = unit.GetComponent<UnitBehaviour> ();
} else if (type == UnitType.Skeleton) {
unit = Instantiate (skeletonObject, new Vector3(posX, skeletonObject.transform.lossyScale/2f, posZ), Quaternion.identity) as GameObject;
unit.transform.localScale = new Vector3 (unit.transform.lossyScale.x/unit.transform.lossyScale.y, 1, unit.transform.lossyScale.z/unit.transform.lossyScale.y);
unit.GetComponent<UnitBehaviour> ().SetupStats (posX, posZ);
if (team == UnitBehaviour.Team.Enemy1) {
unit.transform.Rotate (new Vector3 (0, 180, 0));
}
units.Add (unit);
}
}
public List<GameObject> tutorialUnits() {
createUnit (9, 5, UnitBehaviour.Team.Player, UnitType.Lich);
createUnit (8, 7, UnitBehaviour.Team.Player);
createUnit (10, 7, UnitBehaviour.Team.Player);
createUnit (8, 12, UnitBehaviour.Team.Enemy1);
createUnit (10, 12, UnitBehaviour.Team.Enemy1);
createUnit (8, 12, UnitBehaviour.Team.Enemy1);
createUnit (5, 17, UnitBehaviour.Team.Enemy1);
createUnit (4, 18, UnitBehaviour.Team.Enemy1);
createUnit (5, 19, UnitBehaviour.Team.Enemy1);
createUnit (2, 22, UnitBehaviour.Team.Enemy1);
createUnit (15, 23, UnitBehaviour.Team.Enemy1);
createUnit (13, 24, UnitBehaviour.Team.Enemy1);
createUnit (16, 24, UnitBehaviour.Team.Enemy1);
createUnit (17, 26, UnitBehaviour.Team.Enemy1);
return units;
}
}