protected void State_Attack_Begin(Controller.State PrevState) { Hero attacker, defender; attacker = curHero; defender = selectedObj.GetComponent <Hero>(); if (defender == null) { var tile = selectedObj.GetComponent <Tile>(); if (tile != null && tile.actor != null) { defender = tile.actor.GetComponent <Hero>(); } } GameManager.instance.BeginBattle(attacker, defender); // set ui UIManager.instance.ShowHUD(UIHUD.InGame_Battle); UIManager.instance.CloseHUD(UIHUD.InGame_Normal); UIManager.instance.SetSelection(UIWindow.InGame_Status_Attacker, attacker.gameObject); UIManager.instance.SetSelection(UIWindow.InGame_Status_Defender, defender.gameObject); }
private void HandleStateChange(Controller.State obj) { switch (obj) { case Controller.State.Stopped: m_btnRunPause.Enabled = false; m_btnRunPause.Image = m_imgRun; m_btnReset.Enabled = true; m_btnStop.Enabled = false; break; case Controller.State.Paused: m_btnRunPause.Enabled = true; m_btnRunPause.Image = m_imgRun; m_btnReset.Enabled = true; m_btnStop.Enabled = true; break; case Controller.State.Ready: ((ProgressBar)m_statusStrip.Controls["Progress"]).Value = 0; m_btnRunPause.Enabled = true; m_btnRunPause.Image = m_imgRun; m_btnReset.Enabled = true; m_btnStop.Enabled = false; break; case Controller.State.Running: m_btnRunPause.Enabled = true; m_btnRunPause.Image = m_imgPause; m_btnReset.Enabled = true; m_btnStop.Enabled = true; break; } }
protected void State_Rotate_End(Controller.State NextState) { // enable all tile Map.instance.EnableAllTiles(); Map.instance.HideDirGuide(); SetSelectedObject(null); }
protected void State_WaitCmd_End(Controller.State NextState) { // update hero status ui UIManager.instance.SetSelection(UIWindow.InGame_Status_Hero, null); // enable all tile Map.instance.EnableAllTiles(); UIManager.instance.CloseWindow(UIWindow.InGame_Command); }
protected void State_Rotate_Begin(Controller.State PrevState) { // release selected object SetSelectedObject(null); // enable only 1x1 tiles Map.instance.DisableAllTiles(); Map.instance.EnableRangeTiles(curHero.position, 1); // show direction guide ui Map.instance.ShowDirGuide(curHero.position); }
protected void DoEndState(Controller.State NextState) { if (endStateList == null || endStateList.ContainsKey(_state) == false) { return; } MethodInfo method = endStateList[_state]; if (method != null) { method.Invoke(this, new object[] { NextState }); } }
public void SetState(Controller.State newState, bool bForce = false) { if (_state == newState && !bForce) { return; } var oldState = _state; DoEndState(newState); _state = newState; DoBeginState(oldState); coroutine_Update = GetStateFunc(); }
protected void DoBeginState(Controller.State PrevState) { #if UNITY_EDITOR Debug.Log("Begin state - " + name + " '" + PrevState.ToString() + "' -> '" + _state.ToString() + "'"); #endif if (beginStateList == null || beginStateList.ContainsKey(_state) == false) { return; } MethodInfo method = beginStateList[_state]; if (method != null) { method.Invoke(this, new object[] { PrevState }); } }
protected void State_WaitCmd_Begin(Controller.State PrevState) { // release selected object SetSelectedObject(null); curHero = teamHeros[curHeroIndex].GetComponent <Hero>(); // move camera to current hero position GameManager.instance.cameraInput.SetPosition(curHero.transform.position); // draw hero point Map.instance.SetCurrentHeroGuide(true, curHero.transform.position); // update hero status ui UIManager.instance.SetSelection(UIWindow.InGame_Status_Hero, curHero.gameObject); // enable moveable tile Map.instance.DisableAllTiles(); Map.instance.EnableCanMoveRangeTiles(curHero.position, curHero.moveRange, curHero); }
protected void State_EndTurn_End(Controller.State NextState) { }
protected void State_EndTurn_Begin(Controller.State PrevState) { _isTurnEnded = true; }
protected void State_Attack_End(Controller.State NextState) { GameManager.instance.EndBattle(); UIManager.instance.CloseHUD(UIHUD.InGame_Battle); UIManager.instance.ShowHUD(UIHUD.InGame_Normal); }
protected void State_Move_End(Controller.State NextState) { SetSelectedObject(null); }
protected void State_Move_Begin(Controller.State PrevState) { curHero = teamHeros[curHeroIndex].GetComponent <Hero>(); }
protected void State_BeginTurn_Begin(Controller.State PrevState) { }