Ejemplo n.º 1
0
    private void OnBorrowDoneButtonPressed()
    {
        ButtonAudio.Play();
        Unit[] leaderSelectedUnits = SelectedLeader.GetSelectedUnits().ToArray();
        foreach (Unit unit in leaderSelectedUnits)
        {
            Vector2 offset = SelectedLeader.GetBodyGlobalPosition() - PlayerLeader.GetBodyGlobalPosition();
            unit.Position += PlayerLeader.GetBodyPosition() - SelectedLeader.GetBodyPosition() + offset;
        }
        Unit[] playerUnits = PlayerLeader.GetUnits().ToArray();
        SelectedLeader.RemoveSelectedUnits();
        List <Unit> totalSelectedUnits = new List <Unit>(leaderSelectedUnits);

        totalSelectedUnits.AddRange(playerUnits);
        PlayerLeader.AddUnits(totalSelectedUnits);
        CurrentState = State.Selection;
        SelectedLeader.StopBorrowMode();
        IsFactionWillingToFight = SelectedLeader.GetDebt() <= 0;
    }
Ejemplo n.º 2
0
    private void OnLeaderSelected(Leader leader)
    {
        SelectedLeader = leader;
        CurrentState   = State.Selection;

        IsFactionWillingToFight = leader.GetDebt() <= 0;
        // HashSet<int> enemyFactions = new HashSet<int>();
        // enemyFactions.Add(SelectedLeader.FactionId);
        // foreach (Unit enemyUnit in SelectedLeader.GetUnits())
        // {
        //     enemyFactions.Add(enemyUnit.GetFactionId());
        // }

        // IsFactionWillingToFight = true;
        // foreach (Unit playerUnit in PlayerLeader.GetUnits())
        // {
        //     if (enemyFactions.Contains(playerUnit.GetFactionId()))
        //     {
        //         IsFactionWillingToFight = false;
        //     }
        // }
    }