public void setAISimFromParent(PassiveObject parent)
 {
     curTilePos = new TilePos(parent.curTilePos);
     isDone     = parent.isDone;
     isAISim    = true;
     type       = parent.type;
 }
 public void deactivate()
 {
     obj      = null;
     isActive = false;
     gameObject.SetActive(false);
     gameObject.name = "passive object (inactive)";
 }
    public bool hasBeenTriggered;       //some objects need to be turned on by TacticsInterface as part of an animaiton. Not all care about this


    public void activate(PassiveObject _obj)
    {
        obj = _obj;

        isActive = true;
        gameObject.SetActive(true);

        transform.localScale = new Vector3(1, 1, 1);

        spriteRend.sprite = sprites [(int)obj.type];

        gameObject.name = obj.type.ToString();

        doingAnimation = false;

        numTurnsActive = 0;

        hasBeenTriggered = false;

        //reinforcement marker starts invisible
        if (obj.type == PassiveObject.PassiveObjectType.ReinforcementMarker && GameManagerTacticsInterface.instance.gm.TurnNum > 0)
        {
            transform.localScale = new Vector3(0, 0, 0);
        }
    }
Example #4
0
    public Tile spawnReinforcementAtNextMarker()
    {
        if (GameManagerTacticsInterface.instance.intoTheBreachMode)
        {
            for (int i = 0; i < board.passiveObjects.Count; i++)
            {
                PassiveObject passive = board.passiveObjects [i];
                if (passive.type == PassiveObject.PassiveObjectType.ReinforcementMarker)
                {
                    ReinforcementMarker thisMarker = (ReinforcementMarker)passive;
                    thisMarker.isDone = true;
                    Tile originTile = board.getTileFromPos(thisMarker.CurTilePos);
                    podPlacement.makePod(this, board, originTile, thisMarker.challengeRating, curAreaNum);
                    //manually remove the marker
                    board.passiveObjects.RemoveAt(i);
                    return(originTile);                         //just one at a time
                }
            }
        }

        return(null);
    }