public IEnumerator Test1LoadScene1() { SceneManager.LoadScene("Scenes/BattleScene"); yield return(new WaitForSeconds(0.01f)); pi = GameObject.Find("PhaseIndicator").GetComponent <PhaseIndicator>(); pi.IndicatePhaseCoroutine("Load Scene Done"); yield return(new WaitForSeconds(1)); }
// Called when entering defence phase public void EndTurn() { if (!preparationPhase) { MessageHandler.SendStringMessage("YourTurn"); } phaseIndicator.gameObject.SetActive(true); phaseIndicator.IndicatePhaseCoroutine("Defense Phase"); print("def phase"); atkPhase = false; defPhase = true; //atkMenu.SetActive(false); endBtn.GetComponent <Button>().interactable = false; toggleBtn.GetComponent <Toggle>().interactable = false; foreach (Character character in charArray) { character.MakeInactive(); } SetInstructions("Standby for enemy attack!"); timeLeft = 30f; }
public IEnumerator Test2_1SnaptoDefaultChampion() { float initialx = Champion.instance.transform.position.x; float initialy = Champion.instance.transform.position.y; float intervalx = (initialx + 100) / 100; float intervaly = 0; Champion.instance.LightAllTiles(); for (int i = 0; i < 101; i++) { Champion.instance.transform.position = new Vector3(i * intervalx + initialx, i * intervaly + initialy, 0); //yield return new WaitForSeconds(0.00001f); yield return(new WaitForEndOfFrame()); } Champion.instance.OnEndDrag(new PointerEventData(EventSystem.current)); Debug.Log(GameObject.Find("24").GetComponent <Tile>().transform.position); pi.gameObject.SetActive(true); pi.IndicatePhaseCoroutine("Champion Test"); yield return(new WaitForSeconds(1)); }