Example #1
0
 void StartTurn(FactionManager.Faction factionTurn)
 {
     Debug.Log("turn started");
     foreach (GameObject unit in factionTurn.myUnits)
     {
         unit.GetComponent <UnitData>().StartOfTurn();
     }
 }
 /// <summary>
 /// Initialize the object for pool reusability.
 /// </summary>
 /// <param name="selfFaction">The faction the proyectile belongs to</param>
 /// <param name="oppositeFaction">The faction the proyectile damages.</param>
 /// <param name="speed">The speed of the proyectile</param>
 /// <param name="dir">Direction of movement of the proyectile, using the 4 integer notation.</param>
 /// <param name="attackDamage">Ammount of damage caused by the proyectile.</param>
 /// <param name="attackForce">Ammount of push force caused by the proyectile.</param>
 public void Initialize(FactionManager.Faction selfFaction, FactionManager.Faction oppositeFaction, float speed, int dir, float attackDamage, float attackForce)
 {
     this.selfFaction     = selfFaction;
     this.oppositeFaction = oppositeFaction;
     this.speed           = speed;
     this.dir             = dir;
     this.attackDamage    = attackDamage;
     this.attackForce     = attackForce;
     Init();
 }
Example #3
0
    public void EndTurn()
    {
        possibleFactionTurn = new List <FactionManager.Faction>();
        foreach (FactionManager.Faction faction in factions)
        {
            if (faction.isActive == true)
            {
                possibleFactionTurn.Add(faction);
            }
        }

        foreach (GameObject unit in factionWhosTurnItIs.myUnits)
        {
            unit.GetComponent <UnitData>().EndOfTurn();
        }
        turnCheck += 1;
        if (turnCheck >= possibleFactionTurn.Count)
        {
            Debug.Log(possibleFactionTurn.Count + "Turn Check above threshold" + turnCheck);
            turnCheck = 0;
        }
        if (turnCheck < possibleFactionTurn.Count)
        {
            Debug.Log(possibleFactionTurn.Count + "Turn Check below threshold" + turnCheck);
        }
        if (factions[turnCheck].isActive == true)
        {
            factionWhosTurnItIs = factions[turnCheck];
            StartTurn(factionWhosTurnItIs);
        }
        if (factions[turnCheck].isActive == false)
        {
            turnCheck          += 1;
            factionWhosTurnItIs = factions[turnCheck];
            StartTurn(factionWhosTurnItIs);
        }
    }
Example #4
0
 void Start()
 {
     factions            = factionManager.factions;
     factionWhosTurnItIs = factions[0];
     StartTurn(factionWhosTurnItIs);
 }