Exemple #1
0
    void OnMouseDown()
    {
        Debug.Log("ScarabUI.OnMouseDown()");
        GameState   gs            = GameState.GetCurrentGameState();
        PlayerBoard currentPlayer = gs.currentPlayer;

        if (GameState.GetCurrentGameState().CheatModeEnabled)
        {
            currentPlayer.AddScarab(type);
        }
        switch (scuiState)
        {
        default:
            break;

        case ScarabUIState.ready:
            if (currentPlayer.hasScarabType(type) != null)
            {
                SetState(ScarabUIState.scarab_activated);
            }
            else
            {
                GameState.Message(currentPlayer.name + " does not have scarab " + type.ToString());
            }
            break;

        case ScarabUIState.waiting_die_select:
            GameState.Message(currentPlayer.name + " please select a die for scarab action");
            break;
        }

        //if (currentPlayer.UseScarab(type))
        //{
        //}
    }
Exemple #2
0
    //	does something when we acquire this tile
    public override void OnAcquire(PlayerBoard plr)
    {
        base.OnAcquire(plr);
        if (doubleCurrentTokens_Ankh)
        {
            nScarabs = plr.CountScarabs();
        }

        for (int ii = 0; ii < nScarabs; ii++)
        {
            rndType = (Scarab.ScarabType)Random.Range(0, 2);
            Scarab bug = plr.AddScarab(rndType);
            scarabList.Add(bug);
            bug.name = "Scarab " + rndType.ToString();
        }
    }
Exemple #3
0
    public bool UseScarab(Scarab.ScarabType type)
    {
        bool   bSuccess  = false;
        Scarab hasScarab = hasScarabType(type);

        if (hasScarab != null)
        {
            curScarabInUse = hasScarab;
            scarabList.Remove(hasScarab);   //  remove my scarab from the list and hold it in curScarabInUse until we've decided what happens to it. Consumed or Undo.
            PlayerBoardAllUI.RefreshScarabUI();
            //  this will wait until the player has selected a die, and then perform the scarab's delegate function on that die.
            this.AskToChooseDie(curScarabInUse.onDieSelect, type.ToString());
        }

        return(bSuccess);
    }
Exemple #4
0
    List<Scarab> scarabList; //    the scarab that is associated with this tile.

    #endregion Fields

    #region Methods

    //    does something when we acquire this tile
    public override void OnAcquire(PlayerBoard plr)
    {
        base.OnAcquire(plr);
        if (doubleCurrentTokens_Ankh)
        {
            nScarabs = plr.CountScarabs();
        }

        for (int ii = 0; ii < nScarabs; ii++)
        {
            rndType = (Scarab.ScarabType)Random.Range(0, 2);
            Scarab bug = plr.AddScarab(rndType);
            scarabList.Add(bug);
            bug.name = "Scarab " + rndType.ToString();
        }
    }