private void TurnEvent(TurnManager.TurnState a_newState, int a_turnNumber) { if (a_newState == TurnManager.TurnState.start) { battleUI.FadeIn(UnlockUI); } else if (a_newState == TurnManager.TurnState.end) { battleUI.FadeOut(); } }
private void StartSpawningEvent(TurnManager.TurnState a_newState, int a_turnNumber) { if (doneSpawning) { Destroy(this); return; } if (a_newState == TurnManager.TurnState.spawning && a_turnNumber == turnToSpawn && index == turnController.BattleID) { StartCoroutine(SpawnAndMove()); } }
private void TurnEvent(TurnManager.TurnState a_newState, int a_turnNumber) { // Check if it is the AI's turn if (a_newState == TurnManager.TurnState.start) { // Refresh all units foreach (Unit unit in agents) { unit.Refresh(); } StartCoroutine(DoTurn()); } }
private void HighlightTilesEvent(TurnManager.TurnState a_newState, int a_turnNumber) { if (a_turnNumber == turnToSpawn && index == turnController.BattleID) { if (a_newState == TurnManager.TurnState.start) { hexHighlighter.HighLightArea(new List <Hex> { targetHex == null ? currentHex : targetHex }, Color.red, Color.red, this, null, HighlightType.EXCLAMATION); } if (a_newState == TurnManager.TurnState.end) { hexHighlighter.RemoveHighlights(this); } } }
// Called when the player's turn state changes private void TurnEvent(TurnManager.TurnState a_newState, int a_turnNumber) { if (a_newState == TurnManager.TurnState.start) { enemiesAlive = AI_controller.Agents; // Re-spawn at checkpoint if both are dead if (lightningDead && earthDead) { Manager.instance.CheckPointController.ResetToLastCheckPoint(); return; } myTurn = true; canInteract = true; if (!earthDead) { earthUnit.Refresh(); } if (!lightningDead) { lightningUnit.Refresh(); } if (selectedUnit != null && !selectedUnit.IsDead) { SelectUnit(selectedUnit); } else if (!earthDead) { SelectUnit(earthUnit); } else { SelectUnit(lightningUnit); } } else if (a_newState == TurnManager.TurnState.end) { myTurn = false; canInteract = false; RemoveHighlightedTiles(); DeselectUnit(); } }