//---------------------------------------------------------------------------------------------------------- #region Constructor protected BaseBattleState(TurnBasedFsm fsm, IGameData gameData, Battle.Configurations.Configurations configurations) { Fsm = fsm; GameData = gameData; Configurations = configurations; //Subscribe game events GameEvents.Instance.AddListener(this); IsInitialized = true; }
//---------------------------------------------------------------------------------------------------------- #region Constructor protected TurnState(TurnBasedFsm fsm, IGameData gameData, Battle.Configurations.Configurations configurations) : base(fsm, gameData, configurations) { var game = GameData.RuntimeGame; //get player according to the seat Player = game.TurnLogic.GetPlayer(Seat); //register turn state Fsm.RegisterPlayerState(Player, this); }
//---------------------------------------------------------------------------------------------------------- #region Constructor public EndBattleState(TurnBasedFsm fsm, IGameData gameData, Battle.Configurations.Configurations configurations) : base(fsm, gameData, configurations) { }
//---------------------------------------------------------------------------------------------------------- #region Constructor public BottomPlayerState(TurnBasedFsm fsm, IGameData gameData, Battle.Configurations.Configurations configurations) : base(fsm, gameData, configurations) { }
public void StartBattle() { TurnBasedLogic = new TurnBasedFsm(this, Data, configurations); TurnBasedLogic.StartBattle(); }
//---------------------------------------------------------------------------------------------------------- #region Constructor protected AiTurnState(TurnBasedFsm fsm, IGameData gameData, Battle.Configurations.Configurations configurations) : base(fsm, gameData, configurations) { AiModule = new AiModule(Player, GameData.RuntimeGame); }
//---------------------------------------------------------------------------------------------------------- #region Constructor public TopPlayerState(TurnBasedFsm fsm, IGameData gameData, Configurations configurations) : base(fsm, gameData, configurations) { }