/// <summary> /// Player 2 /// </summary> //Exhaust Phase player 2 IEnumerator P2_ExhaustState() { Debug.Log("P2_ExhaustState: Enter"); while (state == State.P2_Exhaust) { CheckExhaustStatus(2); EventHandler_Gameplay.OnTurnBegin(this.gameObject, 2); yield return(null); } Debug.Log("P2_ExhaustState: Exit"); NextState(); }
private void Register() { //TODO: register to networked battle manager instead. BattleManager.instance.RegisterUnit(this); //Register all eventhandlers on start. //This is mostly an example of usage at the momment. EventHandler_Gameplay.OnUnitSpawn += this.NewUnitCreated; EventHandler_Gameplay.OnUnitDestroyed += this.OnUnitDestroy; if (info.owningPlayer == 1) { EventHandler_Gameplay.OnPlayer1TurnBegin += this.OnTurnBegin; } else if (info.owningPlayer == 2) { EventHandler_Gameplay.OnPlayer2TurnBegin += this.OnTurnBegin; } //Trigger new unit created. EventHandler_Gameplay.NewUnitCreated(this.gameObject, this.info.owningPlayer); }
public void KillUnit() { //Trigger unit death EventHandler_Gameplay.OnUnitDead(this.gameObject, this.info.owningPlayer); }