private void UpdateInputController(TurnTypes.Turn turn) { for (var i = 0; i < _rows.Length; ++i) { _rows[i].SetHandleInput(turn == TurnTypes.Turn.Player); } }
private void OnTurnChanged(TurnTypes.Turn turn) { if (turn != _myTurnType) { return; } StartTurn(); }
private void OnTurnChanged(TurnTypes.Turn turn) { var isPlayerTurn = turn == TurnTypes.Turn.Player; _turnValueText.SetText(turn.ToString()); _turnValueText.color = isPlayerTurn ? _viewConfig.PlayerTurnTextColor : _viewConfig.CPUTurnTextColor; _skipTurnButton.interactable = isPlayerTurn; }
private void HandleTurnChanged(TurnTypes.Turn turn) { if (turn != TurnTypes.Turn.CPU) { return; } OrderActions(); ExecuteNextAction(); }
public TurnDealer(ATurnHandler playerTurnHandler, ATurnHandler cpuTurnHandler) { _playerTurnHandler = playerTurnHandler; _cpuTurnHandler = cpuTurnHandler; _currentTurn = TurnTypes.Turn.Player; _playerTurnHandler.InjectDependencies(this); _playerTurnHandler.OnTurnFinished += ChangeTurnToCPU; _cpuTurnHandler.InjectDependencies(this); _cpuTurnHandler.OnTurnFinished += ChangeTurnToPlayer; }
protected override void HandleTurnChanged(TurnTypes.Turn turn) { var isPlayerTurn = turn == TurnTypes.Turn.Player; _spriteController.SetIsSelectable(isPlayerTurn); _unitSelector.IsSelectable = isPlayerTurn; UnitMovement.SetCanMove(isPlayerTurn); if (!isPlayerTurn) { _isSelected = false; _unitSelector.Reset(); } }
private void ShowCanvas(TurnTypes.Turn winner) { var victory = winner == TurnTypes.Turn.Player; _titleText.SetText(victory ? "¡Victory!" : "¡Defeat!"); _myCanvas.enabled = true; if (victory) { _victoryParticles.Play(); } else { _defeatParticles.Play(); } }
public TurnHandler(TurnTypes.Turn myTurn, List <HeroController> heroesControllers) { _myTurnType = myTurn; _heroesControllers = heroesControllers; SubscribeToHeroesEvents(); }
protected abstract void HandleTurnChanged(TurnTypes.Turn turn);
private void HandleGameOver(TurnTypes.Turn winner) { ResetUnit(); }
public void SetCurrentTurn(TurnTypes.Turn newTurn) { _currentTurn = newTurn; OnTurnChanged?.Invoke(_currentTurn); }
protected override void HandleTurnChanged(TurnTypes.Turn turn) { }
public void LaunchSignal(TurnTypes.Turn turn) { OnGameOver?.Invoke(turn); }