/// <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;
        }
    }
Exemple #3
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            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;
 }