static void Main(string[] args) { TurnProcessor processor = new TurnProcessor(); for (int i = 0; i < 30; i++) { processor.ProcessDraftTurn(); } // game loop while (true) { processor.ProcessGameTurn(); } }
public IEnumerator EnemyTurn() { UiManager.instance.PopAllScreens(); m_CurrentTurnHolder = 0; m_BattleStates = CombatStates.EnemyTurn; m_NextTurn = NextEnemyTurn; m_SwapToOtherSide = AllyTurn; m_UiTabTurnKeeper.SetIconType(false); UpdateCurrentTurnAmount(m_TurnOrderEnemy.Count); PressTurnManager.instance.StartTurn(m_TurnOrderEnemy.Count); yield return(new WaitForEndOfFrame()); StartCoroutine(m_NextTurn()); }
public IEnumerator AllyTurn() { m_BattleStates = CombatStates.AllyTurn; m_CurrentTurnHolder = 0; UiManager.instance.PopTab(UiManager.UiTab.EnemyAction); m_NextTurn = NextAlleyTurn; m_SwapToOtherSide = EnemyTurn; m_UiTabTurnKeeper.SetIconType(true); foreach (Creatures creature in m_TurnOrderAlly) { creature.EndTurn(); } PressTurnManager.instance.StartTurn(m_TurnOrderAlly.Count); UpdateCurrentTurnAmount(m_TurnOrderAlly.Count); yield return(new WaitForEndOfFrame()); StartCoroutine(NextAlleyTurn()); }
public void TriggerContinue() { Debug.Log("Trigger continue"); sim.EndInputRequirement(); TurnProcessor.With(sim).TakeTurn(); }