Beispiel #1
0
    public void GoToNextDay()
    {
        dayInProgress = true;
        unitsInCamp   = false;


        BattlefieldUIHandler uiHandler = BattlefieldSceneManager.GetInstance.battleUIInformation;

        uiHandler.attackerPanel.leaderSlotHandler.ContinueCooldown();
        uiHandler.defenderPanel.leaderSlotHandler.ContinueCooldown();

        uiHandler.attackerPanel.skillSlotHandler.ContinueCooldown();
        uiHandler.defenderPanel.skillSlotHandler.ContinueCooldown();

        uiHandler.dayTimer.StartTimer(minutePerDay, secondsPerDay, StartOverTimeNoSpawn);
        uiHandler.UpdateUIInformation();

        if (uiHandler.attackerPanel.controlType != PlayerControlType.Computer)
        {
            uiHandler.attackerPanel.playerPlacement.battleTile.ShowHoverTile();
        }
        else
        {
            uiHandler.attackerPanel.ComputerPlayerControl();
        }

        if (uiHandler.defenderPanel.controlType != PlayerControlType.Computer)
        {
            uiHandler.defenderPanel.playerPlacement.battleTile.ShowDefenderTile();
        }
        else
        {
            uiHandler.defenderPanel.ComputerPlayerControl();
        }

        if (startDaySfxList != null && startDaySfxList.Count > 0)
        {
            for (int i = 0; i < startDaySfxList.Count; i++)
            {
                startDaySfxList[i].PlayAudio();
            }
        }

        if (AudioManager.GetInstance != null)
        {
            AudioManager.GetInstance.SetVolumeAsBackground();
        }
    }
Beispiel #2
0
    public void StartOverTimeNoSpawn()
    {
        dayInProgress = false;
        BattlefieldUIHandler uiHandler = BattlefieldSceneManager.GetInstance.battleUIInformation;

        uiHandler.attackerPanel.playerPlacement.battleTile.HideHoverTile();
        uiHandler.defenderPanel.playerPlacement.battleTile.HideDefenderTile();

        uiHandler.endDayOverTimer.gameObject.SetActive(true);
        uiHandler.endDayOverTimer.StartTimer(0, 5, StopCurrentDayActions);

        uiHandler.attackerPanel.leaderSlotHandler.cdCounter.PauseTimer();
        uiHandler.defenderPanel.leaderSlotHandler.cdCounter.PauseTimer();

        uiHandler.attackerPanel.skillSlotHandler.PauseCooldown();
        uiHandler.defenderPanel.skillSlotHandler.PauseCooldown();
    }
Beispiel #3
0
    public void PlayPrologueResultScene()
    {
        if (playerWon)
        {
            BattlefieldSpawnManager.GetInstance.HideAllUnitsHealthBar();
            BattlefieldUIHandler uiHandler = BattlefieldSceneManager.GetInstance.battleUIInformation;
            uiHandler.attackerPanel.skillSlotHandler.myPanel.PlayCloseAnimation();
            uiHandler.defenderPanel.skillSlotHandler.myPanel.PlayCloseAnimation();

            uiHandler.attackerPanel.leaderSlotHandler.myPanel.PlayCloseAnimation();
            uiHandler.defenderPanel.leaderSlotHandler.myPanel.PlayCloseAnimation();

            uiHandler.myPanel.PlayCloseAnimation();
            ConversationInformationData tmp = DialogueManager.GetInstance.dialogueStorage.ObtainConversationByTitle("Prologue - Making Peace");
            Drama.DramaticActManager.GetInstance.FadeToDark(true, () => DialogueManager.GetInstance.StartConversation(tmp, () => TransitionManager.GetInstance.LoadScene(SceneType.Courtroom)));
        }
        else
        {
            TransitionManager.GetInstance.LoadScene(SceneType.Battlefield);
        }
    }