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) { //0½ºÅ×ÀÌÁö ¿¡¼­ À¯´ÖÀÌ ¼¼ÆÃµÇ°Ô ½Ã½ºÅÛ ÀÛ¼º PlayCtrl.Instance.enemy = this; EnemyStageSet(0); } else PlayCtrl.Instance.player = this; ////Å×½ºÆ®¿ë //if (isEnemy) //{ // List units = new List(); // for (int m = 0; m < 5; m++) // { // units.Add(Statics.units["AxeGoblin"].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++) { for(int m = 0; m < buildingInfo.level; m++) { float pos = Random.Range(-3.7f, -0.3f); if (isEnemy) //Àû¼Òȯ Instantiate(buildingInfo.units[n].gameObject, new Vector3(Random.Range(44.0f, 46.0f), pos, pos + 3.8f), Quaternion.identity).GetComponent().UnitBonusSet(isEnemy, buildingInfo.level); else //¾Æ±º À¯´Ö ¼Òȯ Instantiate(buildingInfo.units[n].gameObject, new Vector3(Random.Range(-44.0f, -46.0f), pos, pos + 3.8f), Quaternion.identity).GetComponent().UnitBonusSet(isEnemy, buildingInfo.level); } } if (!isEnemy)//ÀÚ¿ø »ý¼º { PlayCtrl.Instance.TextUpdate(addMoney[count]); } } public void EnemyStageSet(int stage) { List ai = Statics.excelDatas.GamestageAIList(Statics.chapter, stage); for(int n = 0; n < ai.Count; n++) { buildings[ai[n].wave].units.Add(Statics.units[ai[n].unit].GetComponent()); //if (ai[n].command.Equals(eCommand.add)) //units.Add(); } } }