Beispiel #1
0
    public void ConfirmAction()
    {
        Player p = PlayerManager.Instance.getCurrentPlayer();

        if (p.selectedObject != null && p.selectedObject.tag == "Unit")
        {
            // AoE:
            if (p.selectedObject.GetComponent <Unit>().state == Unit.UnitState.AoE)
            {
                // unit is confirming an AoE attack; tell CombatSequence to call the realtime AoE sequence
                CombatSequence.Instance.AoEAttack();
            }
            // Regular Combat:
            else if (CombatSequence.Instance.active)
            {                                  // if a combat sequence is active confirm button will initiate the sequence
                deactivateAttackButton(false); // clear UI for attack

                CombatSequence combat = CombatSequence.Instance;
                if (combat.preCombat)
                {
                    combat.preCombat = false;
                    combat.InitiateSequence();
                }
            }
            // End Turn:
            else
            {
                p.selectedObject.GetComponent <Unit>().Deactivate();
                GameDirector.Instance.BoardStateChanged();
            }
        }

        // Check if turn should end
        ObjectManager.Instance.EndTurnForPlayer(p.playerID);
    }
Beispiel #2
0
    // Use this for initialization
    void Start()
    {
        numOfPlayers   = 1;
        combatSequence = null;

        gameState = GameState.MAINMENU;
    }
    public void OnMouseClick()
    {
        CombatSequence combatSequence = CombatSequence.Instance;

        TileMarker.Instance.Clear(); // clear purple tiles

        combatSequence.AoEWeapon.markAoEPattern(GLOBAL.worldToGrid(transform.position));
        combatSequence.AoERoot = GLOBAL.worldToGrid(transform.position);



        UIManager.Instance.activateAttackButton();  // activate confirm button for AoE attacks
    }
Beispiel #4
0
        //  public CombatSequence Sequence;
        public CombatSequenceWidget()
        {
            InitializeComponent();
            CharacterTestObjectFactory Factory = new CharacterTestObjectFactory();

            CombatSequence sequence = new CombatSequence();

            sequence.AddCharacter(Factory.BaseCharacter);
            sequence.AddCharacter(Factory.BaseCharacter);
            sequence.AddCharacter(Factory.BaseCharacter);
            CombatSequenceTreeView.ItemsSource = sequence.SegmentList;
            sequence.StartCombat();
            Sequence = sequence;
            // Phase.PhaseStartHandler += RenderSelectedPhase;
        }