public void TestAttack1() { //List<Gameobject> enemiesToDamage = selectenemies(1); //enemyToDamge.takedamage(10) Debug.Log("skill used"); turn.EndTurn(); }
void Update() { /*Game Phases: * - Player idle * - Player choose weapon * - Player shoot * - Change turn * (Repeat process until somone dies) */ if (Input.GetKeyDown(KeyCode.P)) { // check player, game will start when player press space playerMove(); Debug.Log("Game started"); //player1Turn = turnController.changeTurn; generatePlayers(2); turnController.Initialize(characters); turnController.GenerateTurnOrder(); turnController.BeginTurn(); } if (Input.GetKeyDown(KeyCode.A)) { turnController.EndTurn(); turnController.NextTurn(); var player = turnController.WhoIsActive(); if (player.GetComponent <Character>().isDead) { spawnController.SpawnPlayer(player); } turnController.BeginTurn(); } }
public void NextLine() { if (writer.isTyping == false) { if (startingText) { startingText = false; turnSystem.StartTurn(); if (turnSystem.FirstTurn && turnSystem.enemies[0].name.Equals("Player")) { Debug.Log("Runda Gracza"); ms.swapMenu("Main"); } } else { if ((turnSystem.index < turnSystem.enemies.Count - 1 && turnSystem.enemies[turnSystem.index + 1].name.Equals("Player")) || (turnSystem.index == turnSystem.enemies.Count - 1 && turnSystem.enemies[0].name.Equals("Player"))) { Debug.Log("Runda Gracza"); ms.swapMenu("Main"); } else { gameObject.SetActive(false); } turnSystem.EndTurn(); } } else { writer.Skip(); } }
IEnumerator SelectNextObject() { if (SelectedCardObject != null) { SelectedCardObject.CombatChangeObservers -= SelectedObjectCombatChange; SelectedCardObject.MoveChangeObservers -= SelectedObjectMoveStateChange; } // Select next object available if (index + 1 <= enemyCardObjectsOut.Count) { if (SelectedObjectAttacked) { // Wait for the combat scenes to end yield return(new WaitForSeconds(1.5f)); SelectedCardObject = enemyCardObjectsOut[index]; } else { SelectedCardObject = enemyCardObjectsOut[index]; yield return(new WaitForSeconds(.1f)); } SelectedObjectAttacked = false; SelectObject(enemyCardObjectsOut[index]); } // If no next object available end turn else { // Debug.Log("TurnOver"); turnSystem.EndTurn(2); } }
public void EndTurnTest5() { TurnSystem.InitializeData(); TurnSystem.FirstMove = false; TurnSystem.EndTurn(); bool result = TurnSystem.FirstMove; GameMechanics.ResetGame(); Assert.AreEqual(true, result); }
public void EndTurnTest3() { TurnSystem.InitializeData(); TurnSystem.BrownPlayerTurn = true; TurnSystem.EndTurn(); int layer = CheckerManager.BrownCheckers[0].GameObj.layer; GameMechanics.ResetGame(); Assert.AreEqual(0, layer); }
public void EndTurnTest2() { TurnSystem.InitializeData(); GameMechanics.Move(CheckerManager.BrownCheckers[0].GameObj, new Vector3(1, 0, 7)); GameMechanics.Move(CheckerManager.BrownCheckers[1].GameObj, new Vector3(3, 0, 7)); GameMechanics.Move(CheckerManager.BrownCheckers[2].GameObj, new Vector3(5, 0, 7)); GameMechanics.Move(CheckerManager.BrownCheckers[3].GameObj, new Vector3(7, 0, 7)); GameMechanics.Move(CheckerManager.BrownCheckers[4].GameObj, new Vector3(9, 0, 7)); GameMechanics.Move(CheckerManager.BrownCheckers[5].GameObj, new Vector3(2, 0, 6)); GameMechanics.Move(CheckerManager.BrownCheckers[6].GameObj, new Vector3(4, 0, 6)); GameMechanics.Move(CheckerManager.BrownCheckers[7].GameObj, new Vector3(6, 0, 6)); GameMechanics.Move(CheckerManager.BrownCheckers[8].GameObj, new Vector3(8, 0, 6)); GameMechanics.Move(CheckerManager.BrownCheckers[9].GameObj, new Vector3(10, 0, 6)); TurnSystem.EndTurn(); string result = GameObject.Find("PlayerWinsText").GetComponent <TMPro.TextMeshPro>().text; GameMechanics.ResetGame(); Assert.AreEqual("Brown player wins", result); }
//Update is called once per frame void Update() { //Set checkers color depending on their state MaterialsManager.SetMaterialsToDefault(this); //If player cursor points on clickable object RaycastHit hit; if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit, 100, clickableLayer.value)) { //Assign pointed object to variable GameObject selectedObject = hit.collider.gameObject; //Change cursor texture to "clickable" and change pointed checker color to white CursorManager.SetCursorToClickablePointer(this); MaterialsManager.ChangeObjectMaterialTo(this, selectedObject, 4); //If left mouse button was clicked if (Input.GetMouseButtonDown(0)) { if (selectedObject.tag == "Exit") { GameMechanics.Exit(); } if (selectedObject.tag == "Restart") { TurnSystem.StartGame(); } //If player tries to move or jump if (selectedObject.tag == "Field" && GameMechanics.AnyCheckerIsSelected()) { //Distance variable measures distance between selected checker, and field on which player wants to move //Basing on that distance, you can check if player tries to move or jump double distance = Vector3.Distance(CheckerManager.SelectedChecker().GameObj.transform.position, selectedObject.transform.position); //If player tries to move if (distance < 1.65f) { //If its players first move allow to move, otherwise if player already jumped, allow only next jumps(if they are possible) if (TurnSystem.FirstMove) { //Player have to always jump if its possible if (GameMechanics.IsAnyJumpPossible(CheckerManager.SelectedChecker().PlayerColor)) { Debug.Log("You have to jump."); } //If its first move and move is allowed, move player else if (GameMechanics.IsMovePossible(CheckerManager.SelectedChecker().GameObj, selectedObject)) { GameMechanics.Move(CheckerManager.SelectedChecker().GameObj, selectedObject.transform.position); TurnSystem.EndTurn(); } } //If player already jumped and tries to move instead of jumping else { Debug.Log("You have to jump."); } } //If player tries to jump if (distance > 1.65f && distance < 2.95f) { if (GameMechanics.IsJumpPossible(CheckerManager.SelectedChecker().GameObj, selectedObject)) { CheckerManager.RemoveEnemyBetween(CheckerManager.SelectedChecker().GameObj, selectedObject); GameMechanics.Move(CheckerManager.SelectedChecker().GameObj, selectedObject.transform.position); TurnSystem.FirstMove = false; //If selected checker after previous jump can do another jump, dont end turn and let user know that next move is possible if (GameMechanics.CanCheckerJump(CheckerManager.SelectedChecker())) { Debug.Log("Next move is possible"); } else { TurnSystem.EndTurn(); } } } } //If player didn't click on selected checker, deselect previous selected checker if (GameMechanics.AnyCheckerIsSelected() && CheckerManager.SelectedChecker().GameObj != selectedObject) { CheckerManager.DeselectCheckers(); } CheckerManager.SelectChecker(selectedObject); } } //If cursor doesn't point on anything clickable else { CursorManager.SetCursorToNormalPointer(this); if (Input.GetMouseButtonDown(0)) { CheckerManager.DeselectCheckers(); } } }
public void EndTurn() { turnSystem.EndTurn(); }