public void SetActionProcState(ActionProcState s) { this.apc = s; this.v.SetAPC(s); switch (s) { case ActionProcState.reject: this.queuedActions.Clear(); break; case ActionProcState.multiTower: this.queuedActions.Clear(); this.queuedActions.AddRange(new List <ActionReq> { // currently hold 3. 1 for each initial tower allowed to place new ActionReq(this.report.playerId, this.report.playerId, pAction.noAction, null), new ActionReq(this.report.playerId, this.report.playerId, pAction.noAction, null), new ActionReq(this.report.playerId, this.report.playerId, pAction.noAction, null) }); UIController.instance.ActionDisplayClear(); break; case ActionProcState.basicActions: this.queuedActions.Clear(); this.queuedActions.AddRange(new List <ActionReq> { new ActionReq(this.report.playerId, this.report.playerId, pAction.noAction, null), new ActionReq(this.report.playerId, this.report.playerId, pAction.noAction, null) }); UIController.instance.ActionDisplayUpdateShoot(this.queuedActions[0]); UIController.instance.ActionDisplayUpdateAction(this.queuedActions[1]); break; default: Debug.LogError("SetActionProcState: Unhandled!!! What? Got: " + s.ToString()); break; } }
public void SetAPC(ActionProcState newAPC) { this.apc = newAPC; }
public void SetAPC(ActionProcState apc) { this.actionProcState = apc; this.validator.SetAPC(apc); }
public Validator(ActionProcState actionProc) { apc = actionProc; }