Beispiel #1
0
        void Start()
        {
            turnManager = new TurnManager();
            turnManager.OnTurnChanged += onTurnChanged;

            for (int i = 0; i < Teams.Length; i++)
            {
                for (int j = 0; j < Teams[i].TeamMembers.Length; j++)
                {
                    Teams[i].TeamMembers[j].OnClicked += onClicked;
                }
                turnManager.AddTeam(Teams[i].TurnEntitiesList);
            }
            turnManager.Start();
        }
Beispiel #2
0
    public void StartGame()
    {
        if (PlayerAmount > turns.Length || PlayerAmount > teamsControllers.Length)
        {
            throw new System.Exception("Too many players :(");
        }

        startGUI.SetActive(true);
        teamsUI.UpdateUI(PlayerAmount);

        for (int i = 0; i < PlayerAmount; i++)
        {
            teamsControllers[i].Init(PawnAmount);
            turnManager.AddTeam(turns[i]);
        }

        turnManager.NextTurn();
    }
Beispiel #3
0
    private void Init()
    {
        showInfoPanel = true;
        gameObject.SetActive(false);
        ToggleInfoPanels();

        PlayModeOn = true;
        PlayerGroup.GatherAGroup(_teamForm.PlayerSquad);
        _playerSquad = _teamForm.PlayerSquad;
        //=================== DEBUG =====================//
        EnemySquad.GatherASquad(DebugEnemySquadCreated());
        //===============================================//
        int i = 0;

        foreach (var unit in _playerSquad)
        {
            AvailableShips.SubShip(1, unit.WeaponType);
            i++;
            var freeTile = GetFreeTile().gameObject;

            if (freeTile == null)
            {
                return; //not enough space
            }

            var ship = Instantiate(unit.Ship, _playerSquadParent.transform);

            float halfShipHeight = ship.GetComponent <Collider>().bounds.extents.y;
            float halfTileHeight = freeTile.GetComponent <Collider>().bounds.extents.y;

            Vector3 freeCell = freeTile.transform.position;
            freeCell.y += halfTileHeight + halfShipHeight;

            ship.name = unit.Name + " Player " + i;
            ship.tag  = "PlayerUnit";
            ship.transform.position = freeCell;
            ship.AddComponent <PlayerMove>();
            ship.AddComponent <CharInfo>();

            ship.GetComponent <CharInfo>().Init(unit);
            _playerSquadGO.Add(ship.GetComponent <PlayerMove>());
            AddShipInfoPonel(ship, true);
            ship.GetComponent <PlayerMove>().PreInit();
        }
        TurnManager.AddTeam(_playerSquadGO);
        i = 0;
        foreach (var unit in EnemySquad.Squad)
        {
            i++;
            var freeTile = GetFreeTileForEnemy().gameObject;

            if (freeTile == null)
            {
                return; //not enough space
            }

            var ship = Instantiate(unit.Ship, _enemySquadParent.transform);

            float halfShipHeight = ship.GetComponent <Collider>().bounds.extents.y;
            float halfTileHeight = freeTile.GetComponent <Collider>().bounds.extents.y;

            Vector3 freeCell = freeTile.transform.position;
            freeCell.y += halfTileHeight + halfShipHeight;

            ship.name = unit.Name + " Enemy " + i;
            ship.tag  = "EnemyUnit";
            ship.transform.position = freeCell;
            ship.AddComponent <NPCmove>();
            ship.AddComponent <CharInfo>();

            ship.GetComponent <CharInfo>().Init(unit);
            _enemySquadGO.Add(ship.GetComponent <NPCmove>());
            AddShipInfoPonel(ship, false);
            ship.GetComponent <NPCmove>().PreInit();
        }
        TurnManager.AddTeam(_enemySquadGO);
    }