rstplayermanager
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5 years ago
2.1 kB
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using LP.FDG.InputManager;
namespace LP.FDG.Player
{
public class PlayerManager : MonoBehaviour
{
public static PlayerManager instance;
public Transform playerUnits;
public Transform enemyUnits;
public Transform playerBuildings;
private void Awake()
{
instance = this;
SetBasicStats(playerUnits);
SetBasicStats(enemyUnits);
SetBasicStats(playerBuildings);
}
private void Update()
{
InputHandler.instance.HandleUnitMovement();
}
public void SetBasicStats(Transform type)
{
foreach (Transform child in type)
{
foreach (Transform tf in child)
{
string name = child.name.Substring(0, child.name.Length - 1).ToLower();
//var stats = Units.UnitHandler.instance.GetBasicUnitStats(unitName);
if (type == playerUnits)
{
Units.Player.PlayerUnit pU = tf.GetComponent<Units.Player.PlayerUnit>();
pU.baseStats = Units.UnitHandler.instance.GetBasicUnitStats(name);
}
else if (type == enemyUnits)
{
// set enemy stats
Units.Enemy.EnemyUnit eU = tf.GetComponent<Units.Enemy.EnemyUnit>();
eU.baseStats = Units.UnitHandler.instance.GetBasicUnitStats(name);
}
else if(type == playerBuildings)
{
Buildings.Player.PlayerBuilding pB = tf.GetComponent<Buildings.Player.PlayerBuilding>();
pB.baseStats = Buildings.BuildingHandler.instance.GetBasicBuildingStats(name);
}
// if we have any upgrades add them now
// add upgrages to unit stats
}
}
}
}
}
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