public IEnumerator _EndTurn() { Debug.Log("end turn"); ClearSelectedUnit(); float delay = CollectibleManager.NewTurn(); if (delay > 0) { yield return(new WaitForSeconds(delay)); } TurnControl.EndTurn(); }
public void _OnUnitDestroyed(Unit unit){ totalUnitCount-=1; //assume isObjectUnit is the boolean flag if(unit.isObjectUnit){ GameControl.GameOver(0); //assume 0 is the player unit faction return; } //remove unit from allUnitList so it no longers reserve a turn if(TurnControl.GetTurnMode()==_TurnMode.UnitPerTurn){ int ID=allUnitList.IndexOf(unit); if(ID<=selectedUnitID){ selectedUnitID-=1; } allUnitList.Remove(unit); } //remove the unit from the faction, and if the faction has no active unit remain, the faction itself is remove (out of the game) for(int i=0; i<factionList.Count; i++){ if(factionList[i].ID==unit.factionID){ factionList[i].RemoveUnit(unit); if(factionList[i].allUnitList.Count==0){ TurnControl.OnFactionDestroyed(); //to track cd on ability and effect TBTK.OnFactionDestroyed(factionList[i].ID); factionList.RemoveAt(i); if(selectedFactionID>i) selectedFactionID-=1; else if(selectedFactionID==i) TurnControl.EndTurn(); } break; } } //if there's only 1 faction remain (since faction with no active unit will be removed), then faction has won the game if(factionList.Count==1) GameControl.GameOver(factionList[0].ID); }