Example #1
0
 public void moveShips()
 {
     getShips();
     foreach (GameObject currentShip in ships)
     {
         SpaceMover currentSpaceMover = currentShip.GetComponent <SpaceMover> ();
         currentSpaceMover.applyManuver(currentSpaceMover.manuver);
         currentSpaceMover.MoveShip();
         currentSpaceMover.ActionPoints = 1;
         currentSpaceMover.manuver      = currentSpaceMover.CreateOrderOfAction(0, 0);
         Debug.Log(currentSpaceMover.manuver);
     }
     for (int i = 0; i < ships.Count - 1; i++)
     {
         for (int j = i + 1; j < ships.Count; j++)
         {
             if (ships[i] != null && ships[j] != null)
             {
                 if (ships [i].GetComponent <SpaceMover> ().getCell() == ships [j].GetComponent <SpaceMover> ().getCell())
                 {
                     ships [i].GetComponent <SpaceMover>().TakeDamage(ships [i].GetComponent <SpaceMover>(), 1);
                     ships [j].GetComponent <SpaceMover>().TakeDamage(ships [j].GetComponent <SpaceMover>(), 1);
                 }
             }
         }
     }
     getShips();
 }
Example #2
0
    /// <summary>
    /// Method is called when unit is deselected.
    /// </summary>
    public virtual void OnUnitDeselected()
    {
        SetState(new UnitStateMarkedAsFriendly(this));
        if (UnitDeselected != null)
        {
            UnitDeselected.Invoke(this, new EventArgs());
        }

        SpaceMover mover = this.GetComponent <SpaceMover>();

        if (mover != null)
        {
            mover.turnManager.inUse = null;
        }
    }
Example #3
0
    public void advanceTurnState()
    {
        inUse = null;
        inertiaLine.SetPosition(1, inertiaLine.GetPosition(0));
        if (turnState >= 3)
        {
            turnState = 0;
        }
        else
        {
            turnState++;
        }
        switch (turnState)
        {
        case 0:
            getShips();
            MusicPlayer.instance.PlayAttackSound();
            eventLog.AddEvent("Player 1 Maneuver Turn");
            resetActionPoints();              // resolve attacks(override DealDamage, store damage as string, resolve damage function), reset action points
            ApplyDamageToShips();
            GameObject.Find("Button").GetComponentInChildren <UnityEngine.UI.Text>().text = "End Player 1 Movement Turn";
            break;

        case 1:
            eventLog.AddEvent("Player 2 Maneuver Turn");
            GameObject.Find("Button").GetComponentInChildren <UnityEngine.UI.Text>().text = "End Player 2 Movement Turn";
            break;

        case 2:
            MusicPlayer.instance.PlayMovementSound();
            eventLog.AddEvent("Player 1 Attack Turn");
            moveShips();              // resolve movements, set action points
            GameObject.Find("Button").GetComponentInChildren <UnityEngine.UI.Text>().text = "End Player 1 Attack Turn";
            break;

        case 3:
            eventLog.AddEvent("Player 2 Attack Turn");
            GameObject.Find("Button").GetComponentInChildren <UnityEngine.UI.Text>().text = "End Player 2 Attack Turn";
            break;
        }
    }