//Print error public void FortifyError() { FortifyPanel fortify = fortifyPhasePanel.GetComponent <FortifyPanel>(); fortify.description.text = "ERROR: Choose two different territories!!!"; print("ERROR: Choose two different territories!!!"); }
//Show fortify interface public void ShowFortifyPhasePanel() { FortifyPanel fortify = fortifyPhasePanel.GetComponent <FortifyPanel>(); fortifyPhasePanel.SetActive(true); fortify.description.text = "Choose two territories to fortify"; print("Fortify Phase Panel Active"); }
private void Update() { //info of fortify stage slider if (fortifySliderParent.activeInHierarchy) { FortifyPanel fort = fortifyPhasePanel.GetComponent <FortifyPanel>(); fortify_amount = Mathf.RoundToInt(fortifySlider.value); fort.minValue.text = fortifySlider.minValue.ToString(); fort.maxValue.text = fortifySlider.maxValue.ToString(); fort.curramount.text = fortify_amount.ToString(); } //info of attack stage slider if (attackSliderParent.activeInHierarchy) { AttackPhasePanel attack = attackPhasePanel.GetComponent <AttackPhasePanel>(); attack_amount = Mathf.RoundToInt(attackSlider.value); attack.minValue.text = attackSlider.minValue.ToString(); attack.maxValue.text = attackSlider.maxValue.ToString(); attack.curramount.text = attack_amount.ToString(); } //if a battle has just finished if (GameManager.instance.battleHasEnded) { CountryHandler count = GameObject.Find(GameManager.instance.attackedTerritory) .GetComponent <CountryHandler>(); if (count.country.battalions <= 0) { //Change race of Territory print(GameManager.instance.CURRENTRACE + " has taken control of " + count.country.name); count.country.race = GameManager.instance.CURRENTRACE; //Add the territories exp reward to players total print(count.country.expReward + " exp has been rewarded"); GameManager.instance.exp += count.country.expReward; scoreManager.ChangeScore(GameManager.instance.CURRENTRACE, "exp", count.country.expReward); //Add the territories money reward to the players total print(count.country.moneyReward + " money has been rewarded"); GameManager.instance.money += count.country.moneyReward; scoreManager.ChangeScore(GameManager.instance.CURRENTRACE, "money", count.country.moneyReward); //Set the number of battalions in the territory count.country.battalions = 0; //Increment level if (GameManager.instance.exp >= 500) { GameManager.instance.level = GameManager.instance.level + 1; scoreManager.SetScore(GameManager.instance.CURRENTRACE, "level", GameManager.instance.level); //Reset exp to 0 GameManager.instance.exp = 0; scoreManager.SetScore(GameManager.instance.CURRENTRACE, "exp", 0); print(GameManager.instance.CURRENTRACE + " has leveled up to " + GameManager.instance.level); } //update dictionary scoreManager.ChangeScore(count.country.race, "territory", -1); scoreManager.ChangeScore(GameManager.instance.CURRENTRACE, "territory", 1); //ResetRewards(); TintTerritories(); ShowGUI(GameManager.instance.CURRENTRACE, GameManager.instance.money, GameManager.instance.exp, GameManager.instance.level); CheckIfGameWon(); AttackMoveBattalions(); } GameManager.instance.battleHasEnded = false; } }