public void PlayerClickedField(Field field) { if (_playersState.CurrentPlayer.IsAHuman) { _currentMoveState.PlayerClickedField(field); _currentMoveState = _currentMoveState.GetNextState(); } }
public void PlayerClickedField(Field field) { if(_playersState.CurrentPlayer.IsAHuman) { _currentMoveState.PlayerClickedField(field); _currentMoveState = _currentMoveState.GetNextState(); } }
public void Construct( IPlayerWaitingTurnState playerWaitingTurnState, IPlayerMoveState playerMoveState, IPlayerAttackState playerAttackState, IPlayerBuildState playerBuildState, IPlayerShopingState playerShopingState, IPlayerMoney playerMoney, IPlayerMovement playerMovement, IPlayerSpriteRenderer spriteRenderer, IGameMap gameMap, IMouse mouse) { _playerWaitingTurnState = playerWaitingTurnState; _playerMoveState = playerMoveState; _playerAttackState = playerAttackState; _playerBuildState = playerBuildState; _playerShopingState = playerShopingState; _playerMovement = playerMovement; _spriteRenderer = spriteRenderer; _playerMoney = playerMoney; _gameMap = gameMap; _mouse = mouse; }
public HandlePlayerMoves(WaitingForPlayerMoveState waitingForPlayerMoveState, IPlayersState playersState) { _waitForPlayerMoveState = waitingForPlayerMoveState; _playersState = playersState; _currentMoveState = _waitForPlayerMoveState; }
public void WaitForPlayerMove() { _currentMoveState = _waitForPlayerMoveState; }
public void WaitForPlayerMove() { _currentMoveState = _waitForPlayerMoveState; }
public HandlePlayerMoves(WaitingForPlayerMoveState waitingForPlayerMoveState, IPlayersState playersState) { _waitForPlayerMoveState = waitingForPlayerMoveState; _playersState = playersState; _currentMoveState = _waitForPlayerMoveState; }