private void SpreadDarkness(OnTurnChange data) { if (data.newTurnState != TurnState.Darkness) { return; } SetDarkness(); TurnManager.instance.FinishTurn(); }
private void OnTurnChanged(OnTurnChange data) { if (data.newTurnState == TurnState.Player) { inputState = InputState.Default; } else { inputState = InputState.Off; } }
private void OnTurnChanged(OnTurnChange data) { if (data.newTurnState != TurnState.Enemies) { return; } // Begin enemies turn if (DoNextState != null) { //Debug.Log("AiState calls DoNextState"); DoNextState(); } else { // no enemies left, end enemy turn TurnManager.instance.FinishTurn(); } }
/// <summary> /// Swithces the turn of the players and updates the backup board /// </summary> public void SwitchTurn() { if (turnMark == Marks.X) { turnMark = Marks.O; } else if (turnMark == Marks.O) { turnMark = Marks.X; } if (WonGame()) { Debug.Log(turnMark + " won"); EndGame(); } hasShifted = false; OnTurnChange?.Invoke(); UpdateBackup(); }