本文整理汇总了C#中Village.getWood方法的典型用法代码示例。如果您正苦于以下问题:C# Village.getWood方法的具体用法?C# Village.getWood怎么用?C# Village.getWood使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Village
的用法示例。
在下文中一共展示了Village.getWood方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: buildCastle
public void buildCastle(Village v)
{
int vWood = v.getWood ();
VillageType vType = v.getMyType ();
VillageActionType vAction = v.getAction ();
if (vType != VillageType.Fort) {
gameGUI.displayError (@"Upgrade to a Fort before building a Castle");
} else if (vWood < 12) {
gameGUI.displayError (@"Castles require more lumber (12)");
} else if (vAction != VillageActionType.ReadyForOrders) {
gameGUI.displayError (@"You cant queue build orders :/");
} else {
v.setAction(VillageActionType.StartedUpgrading);
v.addWood (-12);
}
}
示例2: hireCannon
public void hireCannon(Village v, GameObject cannonPrefab)
{
// Tile tileAt = v.getLocatedAt ();
int vGold = v.getGold ();
int vWood = v.getWood ();
if (vGold >= 35 && vWood>=12) {
if(v.getMyType() >= VillageType.Fort)
{
unitManager.initializeCannon(v,cannonPrefab);
// initialize the cannon
// cannon.networkView.RPC("initUnitNet", RPCMode.AllBuffered, (int)UnitType.CANNON, tileAt.gameObject.networkView.viewID, v.gameObject.networkView.viewID);
// v.gameObject.networkView.RPC("addGoldNet", RPCMode.AllBuffered, -35);
// v.gameObject.networkView.RPC("addWoodNet", RPCMode.AllBuffered, -12);
// v.gameObject.networkView.RPC("addUnitNet", RPCMode.AllBuffered, cannon.networkView.viewID);
}
else
{
gameGUI.displayError(@"Please upgrade your village to a Fort first. ¯\(°_o)/¯");
}
} else {
gameGUI.displayError(@"Cannons cost 35 gold and 12 wood");
}
}
示例3: splitRegion
private void splitRegion(Tile splitTile, Village villageToSplit)
{
List<List<Tile>> lstRegions = new List<List<Tile>>();
int oldWood = villageToSplit.getWood ();
int oldGold = villageToSplit.getGold ();
Tile oldLocation = villageToSplit.getLocatedAt ();
Player p = villageToSplit.getPlayer();
// prep for BFS
foreach (Tile t in villageToSplit.getControlledRegion()) {
t.setVisited(false);
}
// build connected regions
foreach (Tile t in splitTile.getNeighbours()) {
if (t.getVillage()==villageToSplit && !t.getVisited()){
List<Tile> newRegion = new List<Tile>();
t.setVisited(true);
newRegion.Add (t);
splitBFS (t,villageToSplit,newRegion);
if (newRegion.Count<3){
Neutralize (newRegion);
} else{
lstRegions.Add (newRegion);
}
}
}
print ("after the bfs");
if (lstRegions.Count <= 0) {
Debug.Log ("Inside Regions <= 0");
oldLocation.gameObject.networkView.RPC ("setLandTypeNet",RPCMode.AllBuffered,(int)LandType.Meadow);
GameObject meadow = Network.Instantiate (meadowPrefab, new Vector3 (oldLocation.point.x, 0, oldLocation.point.y), meadowPrefab.transform.rotation,0) as GameObject;
villageToSplit.retireAllUnits();
Debug.Log ("after retire all units");
p.networkView.RPC ("removeVillageNet",RPCMode.AllBuffered,villageToSplit.networkView.viewID,p.getColor());
oldLocation.networkView.RPC ("replaceTilePrefabNet",RPCMode.AllBuffered,meadow.networkView.viewID);
Debug.Log ("after lstRegions <= 0");
return; //stop here if no region is big enough
}
int splitWood = oldWood/lstRegions.Count;
int splitGold = oldGold/lstRegions.Count;
//create new villages
foreach(List<Tile> region in lstRegions)
{
print ("creating new village");
Vector3 hovelLocation;
Tile tileLocation;
if (region.Contains (oldLocation)){
tileLocation = oldLocation;
hovelLocation = new Vector3(tileLocation.point.x, 0.1f, tileLocation.point.y);
} else {
tileLocation = getTileForRespawn(region);
hovelLocation = new Vector3(tileLocation.point.x, 0.1f, tileLocation.point.y);
}
GameObject newTown = Network.Instantiate(hovelPrefab, hovelLocation, hovelPrefab.transform.rotation, 0) as GameObject;
Village v = newTown.GetComponent<Village>();
//tileLocation.replace (newTown);
tileLocation.networkView.RPC ("switchTilePrefabNet",RPCMode.AllBuffered,newTown.networkView.viewID);
v.addRegion (region); //adds T<>V and any U<>V
// v.setLocation (tileLocation);
v.gameObject.networkView.RPC ("setLocationNet",RPCMode.AllBuffered,tileLocation.networkView.viewID);
// p.addVillage(v);
p.gameObject.networkView.RPC ("addVillageNet",RPCMode.AllBuffered,v.networkView.viewID,p.getColor ());
// v.setControlledBy(p);
GameManager GM = GameObject.Find ("preserveGM").GetComponent<GameManager>();
int playerIndex = GM.findPlayerIndex(p);
v.gameObject.networkView.RPC ("setControlledByNet",RPCMode.AllBuffered,playerIndex);
if (region.Contains (oldLocation)){
VillageType vType = villageToSplit.getMyType();
//v.setMyType(vType);
v.gameObject.networkView.RPC ("setVillageTypeNet",RPCMode.AllBuffered,(int)vType);
if (vType == VillageType.Hovel)
{
// newTown.transform.FindChild("Hovel").gameObject.SetActive (true);
// newTown.transform.FindChild("Town").gameObject.SetActive (false);
// newTown.transform.FindChild("Fort").gameObject.SetActive (false);
// newTown.transform.FindChild("Castle").gameObject.SetActive (false);
newTown.gameObject.networkView.RPC ("switchPrefabNet",RPCMode.AllBuffered,(int)vType);
}
else if (vType == VillageType.Town)
{
// newTown.transform.FindChild("Hovel").gameObject.SetActive (false);
// newTown.transform.FindChild("Town").gameObject.SetActive (true);
// newTown.transform.FindChild("Fort").gameObject.SetActive (false);
// newTown.transform.FindChild("Castle").gameObject.SetActive (false);
newTown.gameObject.networkView.RPC ("switchPrefabNet",RPCMode.AllBuffered,(int)vType);
}
else if (vType == VillageType.Fort)
{
// newTown.transform.FindChild("Hovel").gameObject.SetActive (false);
// newTown.transform.FindChild("Town").gameObject.SetActive (false);
// newTown.transform.FindChild("Fort").gameObject.SetActive (true);
// newTown.transform.FindChild("Castle").gameObject.SetActive (false);
//.........这里部分代码省略.........
示例4: upgradeVillage
public void upgradeVillage(Village v)
{
int vWood = v.getWood ();
VillageType vType = v.getMyType ();
VillageActionType vAction = v.getAction ();
if (vType == VillageType.Fort)
{
gameGUI.displayError(@"The only structure stronger than a Fort is a Castle. ¯\(°_o)/¯ Press Build Castle to go to the next level!");
}
else if ((vType != VillageType.Fort) && (vWood >= 8) && (vAction == VillageActionType.ReadyForOrders))
{
//v.setAction (VillageActionType.StartedUpgrading);
v.networkView.RPC ("setVillageActionNet",RPCMode.AllBuffered,(int)VillageActionType.StartedUpgrading);
//v.addWood(-8);
v.networkView.RPC("addWoodNet",RPCMode.AllBuffered,-8);
}
}
示例5: plunderVillage
public void plunderVillage(Village pluderingVillage, Village plunderedVillage, Tile dest)
{
Debug.Log ("in plunder village");
//determine amount to steal
int wood = plunderedVillage.getWood ();
int gold = plunderedVillage.getGold ();
// remove from enemy village
plunderedVillage.gameObject.networkView.RPC ("addGoldNet",RPCMode.AllBuffered,-gold);
plunderedVillage.gameObject.networkView.RPC ("addWoodNet",RPCMode.AllBuffered,-wood);
// add to yours
pluderingVillage.gameObject.networkView.RPC ("addGoldNet",RPCMode.AllBuffered,gold);
pluderingVillage.gameObject.networkView.RPC ("addWoodNet",RPCMode.AllBuffered,wood);
//Destroy (dest.prefab); // destroy the village, create a meadow
GameObject meadow = Network.Instantiate(meadowPrefab, new Vector3 (dest.point.x, 0, dest.point.y), meadowPrefab.transform.rotation,0) as GameObject;
dest.gameObject.networkView.RPC ("switchTilePrefabNet",RPCMode.AllBuffered,meadow.networkView.viewID);
// respawn enemy hovel happens during the split
}