Beispiel #1
0
    private void OnRetreated(Leader leader)
    {
        KingdomAudio.Play();
        BattleAudio.Stop();
        FollowCam.MakeCurrent();
        // BattleCam.ClearCurrent();
        CurrentState = State.Kingdom;

        Unit[] playerUnits = Battle.GetPlayerUnits().ToArray();
        foreach (Unit playerUnit in playerUnits)
        {
            playerUnit.CollisionMask  = 4;
            playerUnit.CollisionLayer = 4;
        }
        Battle.RemovePlayerUnits();
        Kingdom.AddPlayerUnits(new List <Unit>(playerUnits), true);
        Unit[] enemyUnits = Battle.GetEnemyUnits().ToArray();
        foreach (Unit enemyUnit in enemyUnits)
        {
            enemyUnit.CollisionMask  = 4;
            enemyUnit.CollisionLayer = 4;
        }
        Battle.RemoveEnemyUnits();
        leader.AddUnits(new List <Unit>(enemyUnits));
        Kingdom.RaiseDebt();
    }
Beispiel #2
0
    private void OnSettleDebtDoneButtonPressed()
    {
        ButtonAudio.Play();
        Unit[] playerSelectedUnits = PlayerLeader.GetSelectedUnits().ToArray();
        foreach (Unit unit in playerSelectedUnits)
        {
            Vector2 offset = PlayerLeader.GetBodyGlobalPosition() - SelectedLeader.GetBodyGlobalPosition();
            unit.Position += SelectedLeader.GetBodyPosition() + offset - PlayerLeader.GetBodyPosition();
        }
        Unit[] enemyUnits = SelectedLeader.GetUnits().ToArray();
        PlayerLeader.RemoveSelectedUnits();
        List <Unit> totalSelectedUnits = new List <Unit>(playerSelectedUnits);
        int         credit             = 0;

        foreach (Unit playerUnit in playerSelectedUnits)
        {
            credit += playerUnit.Power;
        }
        SelectedLeader.Credit(credit);
        totalSelectedUnits.AddRange(enemyUnits);
        SelectedLeader.AddUnits(totalSelectedUnits);
        CurrentState = State.Selection;
        PlayerLeader.StopBorrowMode();
        IsFactionWillingToFight = SelectedLeader.GetDebt() <= 0;
    }
Beispiel #3
0
    private void PopulateUnits(Leader leader, List <int> unitPowers)
    {
        List <Unit> followers = new List <Unit>();
        Random      random    = new Random();

        for (int unitIdx = 0; unitIdx < unitPowers.Count; unitIdx++)
        {
            Unit unitInstance = (Unit)UnitScene.Instance();
            unitInstance.Power    = unitPowers[unitIdx];
            unitInstance.Position = new Vector2(unitIdx * 140 - unitPowers.Count * 140 / 2, random.Next(-140, -100));
            unitInstance.SetFactionId(leader.FactionId);
            unitInstance.SetIsCPU(leader.IsCPU);
            followers.Add(unitInstance);
        }
        leader.AddUnits(followers);
    }
Beispiel #4
0
 public void AddPlayerUnits(List <Unit> units, Boolean forcePosition = false)
 {
     PlayerLeader.AddUnits(units, forcePosition);
 }