public override void Read() { if (node != null) { CGME_Phase = new CGME.Phase(); CGME_Phase.Read(node.data); } }
protected override void CleanUp() { if (CGME_Phase.Cleanup() == true) { CGME_Phase = null; Destroy(gameObject); } }
// GET/SET FUNCTIONS ----------------------------------------------------- // LISTENERS // PHASES --------------- public Phase GetPhase(CGME.Phase _phase) { foreach (Phase phase in phases) { if (phase == _phase) { return(phase); } } return(null); }
// LIST FUNCTIONS -------------------------------------------------------- // PHASES -------------- public Phase AddPhase(CGME.Phase new_phase) { DispatchEvent(EngineEvent.AddChild, new_phase, null); new_phase.Index = phases.Count; phases.Add(new_phase); new_phase.Parent = this; return(new_phase); }
public void DebugComponents() { for (int rule_index = 0; rule_index < game.Phases_Size; rule_index++) // FOR EACH PHASE { CGME.Phase phase = game.GetPhase(rule_index); Debug.Log("(ID:" + phase.Id + ") " + " -----PHASE: " + phase.CGType + DebugRes(phase)); for (int phase_index = 0; phase_index < phase.Actions_Size; phase_index++) // FOR EACH ACTION { CGME.Action action = phase.GetAction(phase_index); Debug.Log("(ID:" + action.Id + ") " + "-------------ACTION:" + action.CGType); // + DebugRes(action)); } } for (int game_index = 0; game_index < game.Players_Size; game_index++) // FOR EACH PLAYER { CGME.Player player = game.GetPlayer(game_index); Debug.Log("(ID:" + player.Id + ") " + "PLAYER: " + player.CGType + DebugRes(player)); for (int player_index = 0; player_index < player.Decks_Size; player_index++) // FOR EACH DECK { CGME.Deck deck = player.GetDeck(player_index); Debug.Log("(ID:" + deck.Id + ") " + "------DECK: " + deck.CGType + DebugRes(deck)); for (int deck_index = 0; deck_index < deck.Cards_Size; deck_index++) // FOR EACH CARD { CGME.Card card = deck.GetCard(deck_index); Debug.Log("(ID:" + card.Id + ") " + "--------------CARD:" + card.CGType + DebugRes(card)); } } } }
public override void SetObject(CGME.CGObject cgobj) { CGME_Phase = (CGME.Phase)cgobj; }
public CGME.Phase NextPhase() { Iterate(); CGME.Phase phase = GetPhase(PhaseIterator); return(phase); }
public void RemovePhase(CGME.Phase phase) { phases.Remove(phase); }
// End phase and call next phase private void NextPhase() { running_phase = game.NextPhase(); InitPhase(); // }
private void SetPhase(int index) { running_phase = game.GetPhase(index); InitPhase(); }
// Start the new phase private void StartPhase(Phase phase) { running_phase = phase; running_phase.Start (); }
public bool DefinePhase(CGME.Phase phase) { if (phase == null){ Debug.Log("Error - phase failed to load"); return false; } running_phase = phase; running_phase.Start(); Debug.Log ("SETTING NEW PHASE: " + running_phase.Name); return true; }