// Update is called once per frame void Update() { GameObject thisPlayer = players[currentPlayer]; GameObject otherPlayer; try{ otherPlayer = players[currentPlayer + 1]; } catch { otherPlayer = players[0]; } if (currentPhase == turnPhases.PreDraw) //or == 0 { //Debug.Log("Time for player " + currentPlayer.ToString() + " to start."); //for when creatures have OnTurnStart effects. currently none currentPhase += 1; thisPlayer.GetComponent <Resources>().addEssence(thisPlayer.GetComponent <Resources>().turnCount); foreach (GameObject creature in thisPlayer.GetComponent <Resources>().field) { creature.GetComponent <CreatureCard>().refresh(); if (creature.GetComponent <CreatureCard>().effectType == CreatureCard.EffectTypes.OnTurnStart) { creature.GetComponent <CreatureCard>().OnTurnStartSkill(); } } } else if (currentPhase == turnPhases.Draw) { players[currentPlayer].GetComponent <Dealer>().drawCard(); currentPhase += 1; } else if (currentPhase == turnPhases.Setup) { //Debug.Log("Time for player " + currentPlayer.ToString() + " to cast things."); if (Input.GetKeyDown(KeyCode.Space)) { currentPhase += 1; } } else if (currentPhase == turnPhases.Attack) { //Debug.Log("Time for player " + currentPlayer.ToString() + " to attack things."); if (Input.GetKeyDown(KeyCode.Space)) { currentPhase += 1; } } else if (currentPhase == turnPhases.PostAttack) { if (!GetComponent <GUIMaster>().canOpenNewBox()) { GetComponent <GUIMaster>().forceCloseBox(this.gameObject); } currentPhase = 0; currentPlayer++; if (currentPlayer == players.Count) { currentPlayer = 0; } otherPlayer.GetComponent <Resources>().turnCount += 1; } }
public void incrementPhase() { currentPhase += 1; }