public void ConfirmAction() { Player p = PlayerManager.Instance.getCurrentPlayer(); if (p.selectedObject != null && p.selectedObject.tag == "Unit") { // AoE: if (p.selectedObject.GetComponent <Unit>().state == Unit.UnitState.AoE) { // unit is confirming an AoE attack; tell CombatSequence to call the realtime AoE sequence CombatSequence.Instance.AoEAttack(); } // Regular Combat: else if (CombatSequence.Instance.active) { // if a combat sequence is active confirm button will initiate the sequence deactivateAttackButton(false); // clear UI for attack CombatSequence combat = CombatSequence.Instance; if (combat.preCombat) { combat.preCombat = false; combat.InitiateSequence(); } } // End Turn: else { p.selectedObject.GetComponent <Unit>().Deactivate(); GameDirector.Instance.BoardStateChanged(); } } // Check if turn should end ObjectManager.Instance.EndTurnForPlayer(p.playerID); }
// Use this for initialization void Start() { numOfPlayers = 1; combatSequence = null; gameState = GameState.MAINMENU; }
public void OnMouseClick() { CombatSequence combatSequence = CombatSequence.Instance; TileMarker.Instance.Clear(); // clear purple tiles combatSequence.AoEWeapon.markAoEPattern(GLOBAL.worldToGrid(transform.position)); combatSequence.AoERoot = GLOBAL.worldToGrid(transform.position); UIManager.Instance.activateAttackButton(); // activate confirm button for AoE attacks }
// public CombatSequence Sequence; public CombatSequenceWidget() { InitializeComponent(); CharacterTestObjectFactory Factory = new CharacterTestObjectFactory(); CombatSequence sequence = new CombatSequence(); sequence.AddCharacter(Factory.BaseCharacter); sequence.AddCharacter(Factory.BaseCharacter); sequence.AddCharacter(Factory.BaseCharacter); CombatSequenceTreeView.ItemsSource = sequence.SegmentList; sequence.StartCombat(); Sequence = sequence; // Phase.PhaseStartHandler += RenderSelectedPhase; }