private void OnTouchShipGun(BattleSoloSceneManager.SceneStatus p_sceneStatus, ShipGun p_shipGun) { switch (p_shipGun.owner) { case Ship.Owner.PLAYER: switch (p_sceneStatus) { case BattleSoloSceneManager.SceneStatus.IDLE: case BattleSoloSceneManager.SceneStatus.PLAYER_SHIP_GUN_SELECTED: if (onSelectPlayerShipGun != null) { onSelectPlayerShipGun(p_shipGun); } break; } break; case Ship.Owner.FOE: switch (p_sceneStatus) { case BattleSoloSceneManager.SceneStatus.PLAYER_SHIP_GUN_SELECTED: if (onSetPlayerBattleAction != null) { onSetPlayerBattleAction(PlayerAction.ATTACK, p_shipGun); } break; } break; } }
public void RemovePlayerBattleAction(ShipGun p_shipGun) { BattleTurnInfo?__battleActionToRemove = null; _battleActions.ForEach(__battleAction => { if (__battleAction.Value.id == p_shipGun.actionId) { __battleActionToRemove = __battleAction; } }); if (__battleActionToRemove != null) { p_shipGun.actionId = 0; p_shipGun.selectionStatus = ShipGun.SelectionStatus.IDLE; _battleActions.Remove(__battleActionToRemove); } Debug.Log("Battle action removed"); if (onPlayerBattleActionRemoved != null) { onPlayerBattleActionRemoved(); } }
private void SetPlayerTargetDisplay(ShipGun p_playerShipGun, ShipGun p_foeShipGun) { Debug.Log(p_foeShipGun.shipGunType); p_playerShipGun.shipGunTarget.removeTargetDisplay.SetActive(true); p_playerShipGun.shipGunTarget.targetDisplay.SetPosition(0, p_playerShipGun.shipGunTarget.transform.position); p_playerShipGun.shipGunTarget.targetDisplay.SetPosition(1, p_foeShipGun.shipGunTarget.transform.position); }
// [SerializeField] // Canvas canvas; // [SerializeField] // Button Overloadbutton; // Use this for initialization void Awake() { shoot = FindObjectOfType <ShipGun>(); //canvas.enabled = false; // GetComponent<Button>().interactable = false; // GetComponent<Button>().gameObject.SetActive(false); GetComponent <Button>().interactable = false; // Overloadbutton = GetComponent<Button>(); // Overloadbutton.gameObject.SetActive(false); }
void HandleOnSetPlayerBattleAction(BattleSoloPlayerActionManager.PlayerAction p_playerAction, ShipGun p_foeShipGun) { if (playerShipManager.selectedShipGun.selectionStatus == ShipGun.SelectionStatus.IDLE) { BattleSoloBattleManager.BattleTurnInfo __battleTurnInfo = new BattleSoloBattleManager.BattleTurnInfo(battleManager.actionIdGiver, p_playerAction, new object[2]{ playerShipManager.selectedShipGun, p_foeShipGun }); battleManager.SetPlayerBattleAction(__battleTurnInfo, playerShipManager.GetTotalActionsBonus() + _startActionsAvaliable); } }
private void LoadCannons() { foreach (Transform loop_shipGun in ShipGuns) { ShipGun __shipGun = loop_shipGun.GetComponent <ShipGun>(); __shipGun.Initialize(_idGiver, owner); _shipGuns.Add(_idGiver, __shipGun); _idGiver++; } }
public void SetSelectedShipGun(ShipGun p_shipGun) { if (_selectedShipGun == null) { _selectedShipGun = p_shipGun; p_shipGun.Highlight(); } else { _selectedShipGun.DefaultLight(); _selectedShipGun = p_shipGun; p_shipGun.Highlight(); } }
public void RemovePlayerBattleAction(ShipGun p_shipGun) { BattleTurnInfo? __battleActionToRemove = null; _battleActions.ForEach(__battleAction => { if (__battleAction.Value.id == p_shipGun.actionId) __battleActionToRemove = __battleAction; }); if (__battleActionToRemove != null) { p_shipGun.actionId = 0; p_shipGun.selectionStatus = ShipGun.SelectionStatus.IDLE; _battleActions.Remove(__battleActionToRemove); } Debug.Log("Battle action removed"); if(onPlayerBattleActionRemoved != null) onPlayerBattleActionRemoved(); }
public void SetPlayerBattleAction(BattleTurnInfo p_battleTurnInfo, int p_totalActionsAllowded) { _battleActions.Add(p_battleTurnInfo); ShipGun __playerShipGun = p_battleTurnInfo.actionData[0] as ShipGun; __playerShipGun.actionId = _actionIdGiver; SetPlayerTargetDisplay(__playerShipGun, p_battleTurnInfo.actionData[1] as ShipGun); SetPlayerShipGunSelectionStatus(__playerShipGun, ShipGun.SelectionStatus.ON_QUEUE); _actionIdGiver++; if (onPlayerBattleActionSeted != null) { onPlayerBattleActionSeted(); } if (p_totalActionsAllowded == _battleActions.Count && onPlayerBattleActionsFull != null) { onPlayerBattleActionsFull(); } }
private void OnTouchShipGun(BattleSoloSceneManager.SceneStatus p_sceneStatus, ShipGun p_shipGun) { switch(p_shipGun.owner) { case Ship.Owner.PLAYER: switch(p_sceneStatus) { case BattleSoloSceneManager.SceneStatus.IDLE: case BattleSoloSceneManager.SceneStatus.PLAYER_SHIP_GUN_SELECTED: if(onSelectPlayerShipGun != null) onSelectPlayerShipGun(p_shipGun); break; } break; case Ship.Owner.FOE: switch(p_sceneStatus) { case BattleSoloSceneManager.SceneStatus.PLAYER_SHIP_GUN_SELECTED: if(onSetPlayerBattleAction != null) onSetPlayerBattleAction(PlayerAction.ATTACK, p_shipGun); break; } break; } }
private void SetPlayerShipGunSelectionStatus(ShipGun p_playerShipGun, ShipGun.SelectionStatus p_selectionStatus) { p_playerShipGun.selectionStatus = p_selectionStatus; p_playerShipGun.DefaultLight(); }
//-----PLAYER ACTION----- void HandleOnSelectPlayerShipGun(ShipGun p_shipGun) { playerShipManager.SetSelectedShipGun(p_shipGun); sceneManager.sceneStatus = BattleSoloSceneManager.SceneStatus.PLAYER_SHIP_GUN_SELECTED; Debug.Log("Player gun selected."); }
void HandleOnSetPlayerBattleAction(BattleSoloPlayerActionManager.PlayerAction p_playerAction, ShipGun p_foeShipGun) { if (playerShipManager.selectedShipGun.selectionStatus == ShipGun.SelectionStatus.IDLE) { BattleSoloBattleManager.BattleTurnInfo __battleTurnInfo = new BattleSoloBattleManager.BattleTurnInfo(battleManager.actionIdGiver, p_playerAction, new object[2] { playerShipManager.selectedShipGun, p_foeShipGun }); battleManager.SetPlayerBattleAction(__battleTurnInfo, playerShipManager.GetTotalActionsBonus() + _startActionsAvaliable); } }
private void Awake() { shipMove = ship.GetComponent <ShipMove>(); shipGun = ship.GetComponent <ShipGun>(); }
void HandleOnRemovePlayerBattleAction(ShipGun p_shipGun) { battleManager.RemovePlayerBattleAction(p_shipGun); }
protected override void Start() { base.Start(); Gun = transform.GetRoot().GetComponentInChildren <ShipGun>(); }