public void ResetFlags() { build_flag = Building.Building_Type.NOTHING; terra_flag = Terrain.TerrainType.NOTHING; magic_cast_flag = MagicController.SpellType.NOTHING; round_bonus_flag = RoundBonusManager.RoundBonusType.NOTHING; }
//Only resets locally, prevents turns being executed twice. public void ResetData() { CoordinateX = 0; CoordinateY = 0; Built = Building.Building_Type.NOTHING; Terraformed = Terrain.TerrainType.NOTHING; PickedRoundBonus = RoundBonusManager.RoundBonusType.NOTHING; ReturnedRoundBonus = RoundBonusManager.RoundBonusType.NOTHING; FoundedCityBonus = TownFoundingBonusManager.TownTiletype.NOTHING; CastedSpell = MagicController.SpellType.NOTHING; Change = ChangeFlag.NOTHING; }
public void SendCastedSpellData(MagicController.SpellType casted) { Cmd_ChangeCastedSpellData(casted); Cmd_SetChangeFlag(ChangeFlag.CastWorldMagic); }
void Rpc_ChangeCastedSpellData(MagicController.SpellType casted) { CastedSpell = casted; }
void Cmd_ChangeCastedSpellData(MagicController.SpellType casted) { Rpc_ChangeCastedSpellData(casted); }
public void Set_Magic_Flag(int flag_) { ResetFlags(); magic_cast_flag = (MagicController.SpellType)flag_; }
//Takes world magic type. Disables given magic until next turn. All bonuses are calculated locally. public void CastWorldMagic(MagicController.SpellType castedSpell) { magicController.DisableWorldMagic(castedSpell); }