/// <summary> Funzione che ritorna bool della macro fase corrente </summary> bool MacroPhaseChange(MacroPhase newMacroPhaseChange) { switch (newMacroPhaseChange) { case MacroPhase.Preparation: return(true); case MacroPhase.Game: if (CurrentMacroPhase != MacroPhase.Preparation) { return(false); } return(true); default: return(false); } }
void OnMacroPhaseStart(MacroPhase newMacroPhase) { switch (newMacroPhase) { case MacroPhase.Preparation: //FindObjectOfType<NewGridController> ().CreateGrid (FindObjectOfType<NewGridController> ().X, FindObjectOfType<NewGridController> ().Y, FindObjectOfType<NewGridController> ().Offset); //RobotManager.Instance.Shuffle (RobotManager.Instance.RobotCurvi); //RobotManager.Instance.Shuffle (RobotManager.Instance.RobotQuadrati); //CurrentTurnState = TurnState.choosePlayer; //CurrentPlayerTurn = PlayerTurn.Curve_Turn; break; case MacroPhase.Game: CurrentPlayerTurn = PlayerTurn.Curve_Turn; CurrentTurnState = TurnState.rotation; break; default: break; } }
static ParameterDef[] ParameterDefs(MacroPhase phase, AttributeTargets validOn) { var parameterDefs = _parametersMap[Utils.ValidOnToString(validOn)][(int)phase - 1]; return(parameterDefs); }
static ParameterDef[] ParameterDefs(MacroPhase phase, AttributeTargets validOn) { var parameterDefs = _parametersMap[Utils.ValidOnToString(validOn)][(int)phase - 1]; return parameterDefs; }