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; }