Exemple #1
0
    private void EndTurn()
    {
        m_CurrentArmiesID[m_CurrentPart] = (m_CurrentArmiesID[m_CurrentPart] + 1 >= m_ArmyTypeNames.Length) ? 0 : m_CurrentArmiesID[m_CurrentPart] + 1;
        ArmyType l_NextArmyType = (ArmyType)Enum.Parse(typeof(ArmyType), m_ArmyTypeNames[m_CurrentArmiesID[m_CurrentPart]]);

        List <Unit> l_Army = m_Armies[m_CurrentPart][l_NextArmyType];

        foreach (Unit l_Unit in l_Army)
        {
            l_Unit.Refresh();
        }

        HUDManager.instance.ChangePlayerTurnName(l_NextArmyType.ToString());
        if (onNextTurn != null)
        {
            onNextTurn(l_NextArmyType);
        }

        ViewManager.instance.ClearAllHighlighted();
    }
 public string GetArmyActorPrefab(ArmyType armyType, int armyLevel)
 {
     return(ClientStringConstants.BUILDING_SCENE_RESOURCE_PREFAB_PREFIX_NAME +
            ClientStringConstants.ACTOR_OBJECT_PREFAB_PREFIX_NAME +
            ARMY_PREFAB_PREFIX + armyType.ToString() + "/" + this.m_ArmyPrefabName[armyType][armyLevel - 1]);
 }
 public void UpgradeArmy(ArmyType armyType, int currentLevel)
 {
     this.m_CommunicationHelper.SendUpgradeArmyRequest(armyType, this.m_Data.BuildingID);
     Debug.Log(armyType.ToString());
     this.m_Data.ArmyUpgrade = armyType;
 }