public void FinishTurn() { SeparatePanel.SetActive(false); MergePanel.SetActive(false); CityPanel.SetActive(false); FinishButton.SetActive(false); //PlayerTurn(); enemigo.LlamarCorutinaEnemigo(); }
public void SeparateNewGroup(int num) { if (num < Groups[aux].GetComponent <PlayerStats>().numComponentesGrupo) { MergePanel.SetActive(false); GameObject Group = Instantiate(GroupPrefab, this.transform.position, Quaternion.identity); Group.GetComponent <PlayerStats>().numComponentesGrupo = num; Groups.Add(Group); Groups[aux].GetComponent <PlayerStats>().numComponentesGrupo -= num; } }
public void Merge(Slider slider) { Group1.GetComponent <PlayerStats> ().numComponentesGrupo = (int)slider.value; Group2.GetComponent <PlayerStats>().numComponentesGrupo = (int)slider.maxValue - (int)slider.value; if (Group1.GetComponent <PlayerStats>().numComponentesGrupo == 0) { Destroy(Group1); } if (Group2.GetComponent <PlayerStats>().numComponentesGrupo == 0) { Destroy(Group2); } MergePanel.SetActive(false); }
public void MergeGroups(GameObject Group1, GameObject Group2) { Button.GetComponent <BottonScript>().Group1 = Group1; Button.GetComponent <BottonScript>().Group2 = Group2; MergePanel.SetActive(true); MergeSlider.value = Group1.GetComponent <PlayerStats>().numComponentesGrupo; MergeSlider.maxValue = Group2.GetComponent <PlayerStats>().numComponentesGrupo + Group1.GetComponent <PlayerStats>().numComponentesGrupo; if (Group1.GetComponent <PlayerStats>().numComponentesGrupo == 0) { Destroy(Group1.gameObject); grid.NodeFromWorldPoint(Group2.transform.position).objectInNode = Group2; } else if (Group2.GetComponent <PlayerStats>().numComponentesGrupo == 0) { Destroy(Group2.gameObject); grid.NodeFromWorldPoint(Group1.transform.position).objectInNode = Group1; } }
public void NextGroup() { SeparatePanel.SetActive(false); MergePanel.SetActive(false); aux = aux + 1; if (Groups.Count > aux) { if (Groups[aux] == null) { NextGroup(); } UnitMovement.text = ""; GameManager.GetComponent <MovingManager>().NewAssigmentGroup(Groups[aux]); Groups[aux].GetComponent <PlayerMovement>().NextTurn(); } else { UnitPanel.SetActive(false); CityPanel.SetActive(true); } }