Example #1
0
    public static void PlayerEndTurn()
    {
        TacticsMove unit = turnTeam.Dequeue();

        unit.move = 0;
        if (unit.attacking)
        {
            unit.countTurn += 1;
            unit.EndTurn();
        }
        if (unit.spawn && unit.attacking)
        {
            unit.spawnTurn += 1;
        }
        //unit.move = 0;

        if (turnTeam.Count > 0)
        {
            StartTurn();
        }
        else
        {
            string team = turnKey.Dequeue();
            turnKey.Enqueue(team);
            InitTeamTurnQueue();
        }
    }
Example #2
0
    public static void EndTurn()
    {
        CurrentSelected.passedTurn = true;
        CurrentSelected.EndTurn();

        if (TeamUnits.ContainsKey(CurrentTeam))
        {
            foreach (TacticsMove unit in TeamUnits[CurrentTeam].ToArray())
            {
                if (!unit.passedTurn)
                {
                    CurrentSelected = unit;
                    StartTurn();
                    return;
                }
            }
        }

        foreach (Actions action in CurrentSelected.charChar.ActionCost.Keys.ToArray())
        {
            CurrentSelected.charChar.SetActionState(action, true);
        }

        NextTeam();
    }
Example #3
0
    public static void EndTurn()
    {
        TacticsMove unit = turnTeam.Dequeue();

        unit.EndTurn();

        if (turnTeam.Count > 0)
        {
            StartTurn();
        }
        else
        {
            string team = turnKey.Dequeue();
            turnKey.Enqueue(team);
            InitTeamTurnQueue();
        }
    }
Example #4
0
    public static void EndTurn()
    {
        TacticsMove unit = turnTeam.Dequeue();

        unit.EndTurn();         //EndTurn de tacticsMove, no de TurnManager! (Solo pone el turno a False)

        if (turnTeam.Count > 0) // emepzamos turno de la siguiente unidad
        {
            StartTurn();
        }
        else //si no queda nada, lo ponemos al final de la cola y empezamos el siguiente equipo
        {
            string team = turnKey.Dequeue();
            turnKey.Enqueue(team);
            InitTeamTurnQueue();
        }
    }
Example #5
0
    public void ForceEndTurn()
    {
        Debug.Log("FIN DE TURNO");
        TacticsMove unit = turnTeam.Dequeue();

        unit.EndTurn();

        if (turnTeam.Count > 0)
        {
            StartTurn();
        }
        else
        {
            string team = turnKey.Dequeue();
            turnKey.Enqueue(team);
            //InitTeamTurnQueue();
        }
    }
Example #6
0
    //Der Zug ist vorbei, entweder nächster Spieler oder anderes Team ist dran
    public static void EndTurn()
    {
        TacticsMove unit = turnTeam.Dequeue();

        unit.EndTurn();

        if (turnTeam.Count > 0)                          //Nächster Spieler
        {
            StartTurn();
        }
        else                                            //Teamwechsel
        {
            string team = turnKey.Dequeue();
            turnKey.Enqueue(team);

            InitTeamTurnQueue();
        }
    }
Example #7
0
    public static void EndTurn(TacticsMove unit)
    {
        unit.prioritySpeed += units.Count;

        unit.EndTurn();

        if (unit.dead)
        {
            //do nothing
        }
        else
        {
            units.Enqueue(unit, unit.prioritySpeed);
        }
        if (units.Count > 0)
        {
            StartTurn();
        }
    }
    public static void EndTurn()
    {
        TacticsMove unit = turnTeam.Dequeue();

        Debug.Log("End of TURN declared by unit " + unit.name);
        unit.EndTurn();

        Debug.Log("Number of team units waiting for TURN " + turnTeam.Count);
        if (turnTeam.Count > 0)
        {
            StartTurn();
        }
        else
        {
            string team = turnKey.Dequeue();
            turnKey.Enqueue(team);
            InitTeamTurnQueue();
        }
    }
Example #9
0
    public static void EndTurn(TacticsMove unit)
    {
        /*TacticsMove unit = turnTeam.Dequeue();*/

        unit.prioritySpeed += units.Count;
        unit.EndTurn();
        units.Enqueue(unit, unit.prioritySpeed);
        if (units.Count > 0)
        {
            StartTurn();
        }

        /*else
         * {
         *  string team = turnKey.Dequeue();
         *  //Debug.Log(team);
         *  turnKey.Enqueue(team);
         *  InitTeamTurnQueue();
         * }*/
    }
Example #10
0
    public static void EndTurn()
    {
        Debug.Log("Ending Turn");
        TacticsMove unit = turnTeam.Dequeue();

        unit.EndTurn();

        //Next Player
        if (turnTeam.Count > 0)
        {
            StartTurn();
        }


        //Next Team
        else
        {
            string team = turnKey.Dequeue();
            turnKey.Enqueue(team);
            InitTeamTurnQueue();
        }
    }
Example #11
0
    private void Update()
    {
        if (endingTurn)
        {
            if (!enemyTurn)
            {
                //Gets here
                TurnManagerPun2.EndOfTurn = true;



                //Issue may be here
                tacticsMove = this.GetComponent <TacticsMove>();



                tacticsMove.EndTurn();

                //player.GetComponent(photonView).RPC("SendTurn", RpcTarget.Others, TurnManagerPun2.EndOfTurn);
            }
        }
    }
Example #12
0
    public static void EndTurn()
    {
        TacticsMove unit = turnTeam.Dequeue();

        //Debug.Log(unit.name);
        if (endedTurn == true)
        {
            foreach (TacticsMove u in turnTeam)
            {
                u.EndTurn();
            }

            endedTurn = false;
        }
        unit.EndTurn();

        if (unit.currentlySelected == true)
        {
            if (unit.CompareTag("Player"))
            {
                unit.currentlySelected = false;
                unit.GetComponent <PlayerMove>().SelectedClick();
            }
        }



        if (turnTeam.Count > 0)
        {
            StartTurn();
        }
        else
        {
            string team = turnKey.Dequeue();
            turnKey.Enqueue(team);
            InitTeamTurnQueue();
        }
    }
Example #13
0
    /// <summary>
    /// Ends the turn for current team and start turn for the other team
    /// </summary>
    public static void EndTurn()
    {
        TacticsMove unit = turnTeam.Dequeue();

        unit.ResetAllTiles();
        unit.EndTurn();

        TacticsMove.changingTurn = true;

        if (!gameEnded)
        {
            if (turnTeam.Count > 0)
            {
                //yield return new WaitForSeconds(0.2f);
                turnManager.Invoke("StartTurn", 0.5f);
            }
            else   // changing team turn
            {
                ++turnNumber;
                Debug.Log("turn n°" + turnNumber);

                string team = turnKey.Dequeue();
                turnKey.Enqueue(team);
                if (turnKey.Peek() == "Player")
                {
                    UIManager.ResetReachableByEnemyTiles(true);
                }

                if (!gameEnded && !turnManager.eventTriggered && turnTeam.Count == 0 && !DialogueManager.InDialogueMode())
                {
                    //InitTeamTurnQueue();
                    turnManager.newTurn = true;
                }
            }
        }
    }