public override IEnumerator Execute(BattleContext battleContext) { yield return(null); Debug.Log("ResultPhase"); next = new EndPhase(); }
void Start() { this.validator = new GamePhaseValidator(); this.trialVoteHandler = new TrialVoteHandler(this); this.judgementVoteHandler = new JudgementVoteHandler(this); if (!SunLight) { SunLight = GameObject.Find("Directional Light").GetComponent <Light>(); } this.startPhase = new StartPhase(); this.endPhase = new EndPhase(); this.gameUI = this.GetComponent <GameUI>(); if (!playerHandler) { playerHandler = this.GetComponent <PlayerHandler>(); } if (Players == null || Players.Length == 0) { Players = GameObject.FindObjectsOfType <PlayerController>(); } if (!Camera) { Camera = GameObject.FindObjectOfType <WaypointCamera>(); } }
private void GetReferences() { weaponSelectionPhase = GetComponent <WeaponSelectionPhase>(); paradePhase = GetComponent <ParadePhase>(); joustPhase = GetComponent <JoustPhase>(); intermissionPhase = GetComponent <IntermissionPhase>(); endPhaseScript = GetComponent <EndPhase>(); }
protected void CanSkipPhase(IPlayer player, ActionType nextExpectedActionType) { var actions = Game.GetAvailableActionTypes(player); Assert.Contains(ActionType.EndPhase, actions); var action = new EndPhase(); Role.Execute(action, player); actions = Game.GetAvailableActionTypes(player); Assert.Contains(nextExpectedActionType, actions); }
public void CanSkipWharf() { var wharf = new Wharf(); wharf.AddWorker(new Colonist()); RoleOwner.Buildings.Add(wharf); RoleOwner.Goods.Add(new Coffee()); Game.CargoShips[0].Load(new List <IGood> { new Corn() }); Game.CargoShips[1].Load(new List <IGood> { new Sugar() }); Game.CargoShips[2].Load(new List <IGood> { new Indigo() }); ReselectRole(); var action = new EndPhase(); CanExecuteActionMultiple(action, RoleOwner); CanExecuteActionOnce(action, RoleOwner); }