private void OnEnemyTurnEvent(EnemyTurnEvent e) { if (e.Status == EventStatus.Start) { ExecuteEnemyTurns(e.GoodGroup, e.BadGroup); } }
private void OnEnemyTurnEvent(EnemyTurnEvent e) { if (e.Status == EventStatus.Finish) { ChangeTurn(); } }
public CharacterTurnEvent GetNextCharacterTurn() { if (m_PrecalculatedTurnOrder[0].CharacterControlType == CombatCharacterController.ControlType.NPC) { EnemyTurnEvent beginCharacterTurnEvent = new EnemyTurnEvent(); beginCharacterTurnEvent.Character = m_PrecalculatedTurnOrder[0]; m_PrecalculatedTurnOrder[0].TurnsGiven++; CalculateTurnOrder(); return beginCharacterTurnEvent; } else if (m_PrecalculatedTurnOrder[0].CharacterControlType == CombatCharacterController.ControlType.PC) { Debug.Log("Player turn."); PlayerTurnEvent beginCharacterTurnEvent = new PlayerTurnEvent(); beginCharacterTurnEvent.Character = m_PrecalculatedTurnOrder[0]; m_PrecalculatedTurnOrder[0].TurnsGiven++; CalculateTurnOrder(); return beginCharacterTurnEvent; } else return null; }