Beispiel #1
0
    IEnumerator DelayKill(UnitProxy obj, UnitProxy cUnit)
    {
        //Log the kill with the unit
        //cUnit.AddLevel();
        //Perform after kill skills
        cUnit.AcceptAction(Skill.Actions.DidKill, obj);

        //yield return new WaitForSeconds(UnitProxy.ATK_WAIT * 2);

        obj.FloatUp(Skill.Actions.DidKill, "Death", Color.red, "Killed Unit", false, true);

        //yield return new WaitForSeconds(UnitProxy.NO_ATK_WAIT);
        //Check the conditiontracker for game end
        //ConditionTracker.instance.EvalDeath(obj);
        //Turn off the tiles
        //StartCoroutine(ResetTiles());
        yield return(null);
    }
    //public void ResetAtThis()
    //{
    //    StartCoroutine(ResetTiles());
    //}

    public override void OnUnitSelected(UnitProxy obj)
    {
        if (!UnitMoving)
        {
            if (currentUnit == null)
            {
                toAttack = null;
                UnHighlightTiles();
                currentUnit = obj;
                //The maximum range in which a player has actions
                allTiles = BoardProxy.instance.GetAllVisitableNodes(obj, obj.GetMoveSpeed() > obj.GetAttackRange() ? obj.GetMoveSpeed() : obj.GetAttackRange(), true);
                //The attackable tiles
                attackableTiles = BoardProxy.instance.GetAllVisitableNodes(obj, obj.GetAttackRange(), true);
                //The visitable tiles
                visitableTiles = BoardProxy.instance.GetAllVisitableNodes(obj, obj.GetMoveSpeed());
                HighlightTiles(obj);
                PanelControllerNew.SwitchChar(obj);
                if (currentUnit.GetData().GetTeam() == TurnController.instance.currentTeam)
                {
                    currentUnit.SaySomething(Skill.Actions.None);
                }
                CheckFocusAI();
            }
            else
            {
                if (toAttack != obj && currentUnit != obj)
                {
                    if (TurnController.instance.currentTeam == BoardProxy.PLAYER_TEAM && currentUnit.GetData().GetTeam() == BoardProxy.ENEMY_TEAM)
                    {
                        currentUnit = null;
                        OnUnitSelected(obj);
                    }
                    else
                    {
                        toAttack = obj;
                        UnitProxy player = currentUnit.GetData().GetTeam() == BoardProxy.PLAYER_TEAM ? currentUnit : toAttack;
                        UnitProxy enemy  = currentUnit.GetData().GetTeam() == BoardProxy.ENEMY_TEAM ? currentUnit : toAttack;
                        PanelControllerNew.SwitchChar(player, enemy);
                    }
                }
                else
                {
                    if (obj.GetData().GetTeam() != currentUnit.GetData().GetTeam() &&
                        attackableTiles.Contains(BoardProxy.instance.GetTileAtPosition(obj.GetPosition())) &&
                        currentUnit.GetData().GetTurnActions().CanAttack() &&
                        !obj.GetData().IsDead())
                    {
                        CheckFocusAI();

                        toAttack = null;

                        bool charDead = obj.IsAttacked(currentUnit);
                        if (currentUnit != null)
                        {
                            currentUnit.AcceptAction(Skill.Actions.DidAttack, obj);
                        }

                        if (charDead)
                        {
                            UnitProxy victor = BoardProxy.instance.GetTileAtPosition(currentUnit.GetPosition()).GetUnit();
                            victor.SaySomething(Skill.Actions.DidKill);
                            obj.DelayedKill(obj, victor);
                            StartCoroutine(ResetTiles());
                        }
                        else
                        {
                            currentUnit.SaySomething(Skill.Actions.DidAttack);
                            obj.SaySomething(Skill.Actions.DidDefend);
                        }
                        OnDisable();
                        PanelControllerNew.SwitchChar(currentUnit);
                    }
                }
            }
        }
    }