using System.Collections.Generic; using UnityEngine; public class SummonsUnit : MonoBehaviour { public bool isEnemy; public List buildings; public int campHp; public int[] addMoney; private void Awake() { buildings = new List(); campHp = 500; buildings.Add(new BuildingInfo()); buildings.Add(new BuildingInfo()); buildings.Add(new BuildingInfo()); buildings.Add(new BuildingInfo()); buildings.Add(new BuildingInfo()); addMoney = new int[5]; for(int n = 0; n < addMoney.Length; n++) { addMoney[n] = 100; } } private void Start() { if (isEnemy) PlayCtrl.Instance.enemy = this; else PlayCtrl.Instance.player = this; //Å×½ºÆ®¿ë if (isEnemy) { List units = new List(); for (int m = 0; m < 5; m++) { units.Add(PlayCtrl.Instance.unit.GetComponent()); } buildings[0].units = units; } } public void Summons(int count) { BuildingInfo buildingInfo = buildings[count]; int listCount; if (buildingInfo.units == null) return; else listCount = buildingInfo.units.Count; for (int n = 0; n < listCount; n++) { if (isEnemy) //Àû¼Òȯ Instantiate(buildingInfo.units[n].gameObject, new Vector3(Random.Range(44.0f, 46.0f), Random.Range(-3.7f, -0.3f), 0), Quaternion.identity).GetComponent().isEnemy = isEnemy; else //¾Æ±º À¯´Ö ¼Òȯ Instantiate(buildingInfo.units[n].gameObject, new Vector3(Random.Range(-44.0f, -46.0f), Random.Range(-3.7f, -0.3f), 0), Quaternion.identity).GetComponent().isEnemy = isEnemy; } if (!isEnemy)//ÀÚ¿ø »ý¼º { PlayCtrl.Instance.TextUpdate(addMoney[count]); } } }