Example #1
0
    // Use this for initialization
    void Start()
    {
        //Generate first row of defender
        foreach (UnitRank rank in Enum.GetValues(typeof(UnitRank)))
        {
            if (!rank.Equals(UnitRank.Unknown))
            {
                GameObject cell = Instantiate(UnitImage);
                cell.transform.SetParent(Parent);
                Image i = cell.GetComponent <Image>();
                i.sprite = UnitImageManager.GetRankImage(rank);
            }
        }
        //Generate the attacker rows
        foreach (UnitRank attacker in Enum.GetValues(typeof(UnitRank)))
        {
            if (!attacker.Equals(UnitRank.Unknown))
            {
                //Generate attacker cell
                GameObject cell = Instantiate(UnitImage);
                cell.transform.SetParent(Parent);
                Image i = cell.GetComponent <Image>();
                i.sprite = UnitImageManager.GetRankImage(attacker);
                //Iterate over possibles
                foreach (UnitRank rank in Enum.GetValues(typeof(UnitRank)))
                {
                    if (!rank.Equals(UnitRank.Unknown))
                    {
                        GameObject rCell = Instantiate(UnitImage);
                        rCell.transform.SetParent(Parent);
                        Image        ri     = rCell.GetComponent <Image>();
                        BattleResult result = UnitUtilities.ResolveBattle(attacker, rank);
                        switch (result)
                        {
                        case BattleResult.Success:
                        {
                            ri.sprite = check;
                            break;
                        }

                        case BattleResult.Fail:
                        {
                            ri.sprite = redx;
                            break;
                        }

                        case BattleResult.Split:
                        {
                            ri.sprite = split;
                            break;
                        }
                        }
                    }
                }
            }
        }
    }
Example #2
0
    public void HandleBattle(UnitPiece attacker, BoardPosition attackerPosition, UnitPiece defender, BoardPosition defenderPosition)
    {
        BattleResult result = UnitUtilities.ResolveBattle(attacker.Rank, defender.Rank);

        // Based on result, update players
        switch (result)
        {
        case BattleResult.Success:
        {
            // Remove from defender owner
            defender.Owner.Pieces.Remove(defender);
            break;
        }

        case BattleResult.Fail:
        {
            // Remove from attacker owner
            attacker.Owner.Pieces.Remove(attacker);
            break;
        }

        case BattleResult.Split:
        {
            //Remove both
            attacker.Owner.Pieces.Remove(attacker);
            defender.Owner.Pieces.Remove(defender);
            break;
        }

        default:
        {
            break;
        }
        }
        EventManager.Raise(new UnitBattleResultEvent(attacker, defender, attackerPosition, defenderPosition, result));
        turnComplete = true;
    }