void OnStartNewTurn(GameControllerFsm.Events.BeginCommandSelectionState @event)
    {
        foreach (CommandPointFsm point in availableCommandPoints)
        {
            GameObject.Destroy(point.gameObject);
        }
        availableCommandPoints.Clear();

        hasGeneratedThisTurn = false;
        GenerateCommandPoints();
    }
Beispiel #2
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    void OnNewTurn(GameControllerFsm.Events.BeginCommandSelectionState @event)
    {
        FindTarget();
        TileWithFacing startVec = new TileWithFacing()
        {
            position = myGamePiece.currentTile, facing = myGamePiece.currentTileFacing
        };
        TileCoords missileOkayZone = startVec.Traverse(HexDirection.Forward, myGamePiece.shipTemplete.missileTemplate.TopSpeed).position;

        if (HexMapHelper.CrowFlyDistance(missileOkayZone, myGamePiece.currentLevel, currentTarget.currentTile, currentTarget.currentLevel) < 4f)
        {
            myGamePiece.QueueMissile(true);
        }
    }
Beispiel #3
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 void OnNewTurn(GameControllerFsm.Events.BeginCommandSelectionState @event)
 {
     toggleButton.isOn = false;
     UpdateMissileCountText();
     if (playerGamePiece.CanFireMissile())
     {
         toggleButton.interactable = true;
         toggleButton.GetComponentInChildren <Text>().text = "Fire Missile";
     }
     else
     {
         toggleButton.interactable = false;
         toggleButton.GetComponentInChildren <Text>().text = "Reloading";
     }
 }
Beispiel #4
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 void OnPlanModeStart(GameControllerFsm.Events.BeginCommandSelectionState @event)
 {
     SwapState <SimulatingState>();
 }
Beispiel #5
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 void OnNewTurn(GameControllerFsm.Events.BeginCommandSelectionState @event)
 {
     FindTarget();
 }
 void OnStartTurn(GameControllerFsm.Events.BeginCommandSelectionState @event)
 {
     ResetToGamePiecePosition();
 }