public DeployCompletedEvent(string unitName, DeployedVersion version, UnitStatus status)
 {
     eventName = "deployCompleted";
     this.unitName = unitName;
     this.version = version.VersionNumber;
     this.branch = version.VersionBranch;
     this.status = status.ToString();
 }
Exemple #2
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 public DeployCompletedEvent(string unitName, DeployedVersion version, UnitStatus status)
 {
     eventName     = "deployCompleted";
     this.unitName = unitName;
     this.version  = version.VersionNumber;
     this.branch   = version.VersionBranch;
     this.status   = status.ToString();
     this.userId   = version.UserId;
     this.userName = version.UserName;
 }
 public UnitStatusChangedEvent(string unitName, UnitStatus status)
 {
     this.eventName = "unitStatusChanged";
     this.unitName  = unitName;
     this.status    = status.ToString();
 }
    IEnumerator ActivateUnit()
    {
        //Debug.Log("ActivateUnit");
        // Wait while all previously triggered actions are complete
        //while (queueIsActive)
        //{
        //    Debug.Log("Queue is active");
        //    yield return new WaitForSeconds(1f);
        //}
        //// Set Queue is active flag
        //queueIsActive = true;
        UnitStatus unitStatus = ActiveUnitUI.LPartyUnit.UnitStatus;

        switch (unitStatus)
        {
        case UnitStatus.Active:
            // Activate highlights of which cells can or cannot be targeted
            // Trigger event for all required listeners
            CoroutineQueueManager.Run(TriggerNewUnitHasBeenActivatedEvent());
            // SetHighlight();
            // verify if active unit's party panel is AI controlled => faction not equal to player's faction
            if (ActiveUnitUI.GetUnitPartyPanel().IsAIControlled)
            {
                // give control to battle AI
                CoroutineQueueManager.Run(battleAI.Act());
            }
            else
            {
                // wait for user to act
            }
            // canActivate = true;
            break;

        case UnitStatus.Escaping:
            // If there were debuffs applied and unit has survived,
            // then unit may escape now
            // Escape unit
            CoroutineQueueManager.Run(EscapeUnit());
            break;

        case UnitStatus.Dead:
            // This unit can't act any more
            // This can happen here due to applied debuffs
            // Skip post-move actions and Activate next unit
            // canActivate = ActivateNextUnit();
            ActivateNextUnit();
            break;

        case UnitStatus.Waiting:
        case UnitStatus.Escaped:
            Debug.LogError("This status [" + unitStatus.ToString() + "] should not be here.");
            break;

        default:
            Debug.LogError("Unknown unit status " + unitStatus.ToString());
            break;
        }
        // Unblock mouse input
        // InputBlocker inputBlocker = transform.root.Find("MiscUI/InputBlocker").GetComponent<InputBlocker>();
        InputBlocker.SetActive(false);
        Debug.Log("Unit has been activated");
        yield return(null);
    }
 public UnitStatusChangedEvent(string unitName, UnitStatus status)
 {
     this.eventName = "unitStatusChanged";
     this.unitName = unitName;
     this.status = status.ToString();
 }