Exemple #1
0
    void _CardSystem_RequestUnitSelection(CardData c, int numSelection, Player p, CardAction action, EndCardAction done)
    {
        // assume P is going to be the current player

        UnitSelection flags = UnitSelection.None;
        if (c.Type == CardType.Healing_Card) {
            flags = flags | UnitSelection.Inactive;
        }
        if (c.Type == CardType.Upgrade_Card) {
            flags = flags | UnitSelection.Active;
            flags = flags | UnitSelection.NotUpgraded;
        }
        if (c.Type == CardType.Tactic_Card) {
            flags = flags | UnitSelection.Active;
            flags = flags | UnitSelection.NotTempUpgraded;
        }

        _OverworldUI.ShowUnitSelectionUI(flags);

        int selectedUnits = 0;
        UIPlayerUnitTypeIndexCallback selectUnit = null;
        selectUnit = (PlayerType pt, UnitType u, int i) => {
            Unit unit = _GameStateHolder._ActivePlayer.PlayerArmy.GetUnits(u)[i];
            selectedUnits++;
            // perform the action each time something is selected. This will only effect healing.
            // we don't want the player to be stuck with no units to select
            action(c, p, unit);
            // we reached the total?
            if (selectedUnits == numSelection) {
                // don't listen for namy more and hide the UI
                _OverworldUI._ArmyUI.OnClickUnit -= selectUnit;
                _OverworldUI.HideUnitSelectionUI();
                done(true, c, p, unit);
            }

        };
        _OverworldUI._ArmyUI.OnClickUnit += selectUnit;
    }
Exemple #2
0
    void _CardSystem_RequestUnitSelection(CardData c, int numSelection, Player p, CardAction action, EndCardAction done)
    {
        // assume P is going to be the current player

        UnitSelection flags = UnitSelection.None;

        if (c.Type == CardType.Healing_Card)
        {
            flags = flags | UnitSelection.Inactive;
        }
        if (c.Type == CardType.Upgrade_Card)
        {
            flags = flags | UnitSelection.Active;
            flags = flags | UnitSelection.NotUpgraded;
        }
        if (c.Type == CardType.Tactic_Card)
        {
            flags = flags | UnitSelection.Active;
            flags = flags | UnitSelection.NotTempUpgraded;
        }

        _BattleUnitPositionManager.ShowUnitSelectionUI(flags);

        int selectedUnits = 0;
        UIPlayerUnitTypeIndexCallback selectUnit = null;

        selectUnit = (PlayerType pt, UnitType u, int i) => {
            Unit unit = _GameStateHolder._ActivePlayer.PlayerArmy.GetUnits(u)[i];
            selectedUnits++;
            // perform the action each time something is selected. This will only effect healing.
            // we don't want the player to be stuck with no units to select
            action(c, p, unit);
            // we reached the total?
            if (selectedUnits == numSelection)
            {
                // don't listen for namy more and hide the UI
                _BattleUnitPositionManager._ArmyUI.OnClickUnit -= selectUnit;
                _BattleUnitPositionManager.HideUnitSelectionUI();
                done(true, c, p, unit);
            }
        };
        _BattleUnitPositionManager._ArmyUI.OnClickUnit += selectUnit;
    }
Exemple #3
0
    void _CardSystem_RequestBattle(CardData card, EndCardAction done)
    {
        BuildingType currentTile = _GameStateHolder._ActivePlayer.CommanderPosition.Building;
        BuildingType [] battleTiles = {
            BuildingType.Camp,
            BuildingType.Cave,
            BuildingType.Fortress
        };
        if (Array.IndexOf(battleTiles, currentTile) == -1) {
            done(false, card, _GameStateHolder._ActivePlayer, null);
            return;
        }

        done(true, card, _GameStateHolder._ActivePlayer, null);
        startBattle (BattleType.Card);

        if (Debug.isDebugBuild)
            Debug.Log ("Battle card has started battle");
    }