PlayerArmyManager.cs 2.6 KB

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  1. using System.Collections.Generic;
  2. using UnityEngine;
  3. using Random = UnityEngine.Random;
  4. public class PlayerArmyManager : MonoBehaviour
  5. {
  6. private int _playerWarriorCount;
  7. private int _playerArcherCount;
  8. [HideInInspector] public List<Warrior> PlayerWarriors = new List<Warrior>();
  9. private int _counter;
  10. private void Awake()
  11. {
  12. LoadData();
  13. }
  14. private void Start()
  15. {
  16. Init();
  17. }
  18. public void DeletePlayerFromStageList(Warrior _warrior)
  19. {
  20. PlayerWarriors.Remove(_warrior);
  21. }
  22. public Warrior GetRandomPlayerWarrior()
  23. {
  24. return PlayerWarriors[Random.Range(0, PlayerWarriors.Count)];
  25. }
  26. public void AddNewWarrior()
  27. {
  28. _playerWarriorCount++;
  29. PlayerWarriors.Add(Instantiate(ComponentsManager.BattleManager.PlayerWarriorPrefab.GetComponent<Warrior>(),
  30. ComponentsManager.StagesManager.GetCurrentStageItem.GetPlayerPoint(_counter).position, Quaternion.identity));
  31. _counter++;
  32. SaveData();
  33. }
  34. public void AddNewArcher()
  35. {
  36. _playerArcherCount++;
  37. PlayerWarriors.Add(Instantiate(ComponentsManager.BattleManager.PlayerArcherPrefab.GetComponent<Warrior>(),
  38. ComponentsManager.StagesManager.GetCurrentStageItem.GetPlayerPoint(_counter).position, Quaternion.identity));
  39. _counter++;
  40. SaveData();
  41. }
  42. public void ResetPlayerWarriors()
  43. {
  44. for (int i = 0; i < PlayerWarriors.Count; i++)
  45. {
  46. Destroy(PlayerWarriors[i].gameObject);
  47. }
  48. PlayerWarriors.Clear();
  49. Init();
  50. }
  51. private void Init()
  52. {
  53. _counter = 0;
  54. InitWarrior();
  55. InitArcher();
  56. }
  57. private void InitWarrior()
  58. {
  59. for (int i = 0; i < _playerWarriorCount; i++)
  60. {
  61. PlayerWarriors.Add(Instantiate(ComponentsManager.BattleManager.PlayerWarriorPrefab.GetComponent<Warrior>(),
  62. ComponentsManager.StagesManager.GetCurrentStageItem.GetPlayerPoint(_counter).position, Quaternion.identity));
  63. _counter++;
  64. }
  65. }
  66. private void InitArcher()
  67. {
  68. for (int i = 0; i < _playerArcherCount; i++)
  69. {
  70. PlayerWarriors.Add(Instantiate(ComponentsManager.BattleManager.PlayerArcherPrefab.GetComponent<Warrior>(),
  71. ComponentsManager.StagesManager.GetCurrentStageItem.GetPlayerPoint(_counter).position, Quaternion.identity));
  72. _counter++;
  73. }
  74. }
  75. private void LoadData()
  76. {
  77. if (PlayerPrefs.HasKey("playerWarriorCount"))
  78. _playerWarriorCount = PlayerPrefs.GetInt("playerWarriorCount");
  79. else
  80. _playerWarriorCount = 2;
  81. _playerArcherCount = PlayerPrefs.GetInt("playerArcherCount");
  82. }
  83. private void SaveData()
  84. {
  85. PlayerPrefs.SetInt("playerArcherCount", _playerArcherCount);
  86. PlayerPrefs.SetInt("playerWarriorCount", _playerWarriorCount);
  87. }
  88. }