// claims the land once called - removes defender and places attacker // NOTE: do not change order of commands below public void ClaimLand(GameObject attackingCountry, GameObject defendingCountry) { victoryCry.Play(); controlTaken = true; defendingCountry.gameObject.tag = "SelectedCountry"; addSoldier = defendingCountry.GetComponent <AddSoldier> (); // Adds a new soldier to defending country (attacker colour) addSoldier.PlaceSoldier(); // causes a troop to be added to defender and removed from attacker in UpdateTroopCounter; countryManagement.ChangeArmySize(defendingCountry, 1); // Removes a soldier from attacker (moved to defender land - now claimed) armyManagement.RemoveDead("AttackingCountry", 1); // default transfers all attackers over to claimed land soldierTransfer.DefaultTransfer(attackingCountry, defendingCountry); // update the number of territories dictionary territoryCount.UpdateTerritoryBank(attackingCountry, defendingCountry); // update continent bonus continentBonus.UpdateContBonus(); // set button colours buttonColour.BattleBattleColour(attackingCountry, defendingCountry); buttonColour.BattleAttackColour(false); buttonColour.BattlePlusMinusColour(false); // update instructions gameInstructions.BattleClaim(defendingCountry); }
// BATTLE! - calculates remaining troops void Battle(int attackers, int defenders) { if (!battleSound.isPlaying) { //battleSound.Play (); battleSound.time = Random.Range(0f, battleSound.clip.length); battleSound.Play(); StartCoroutine(audioFadeOut.FadeOut(battleSound, 3f)); } // attackers must leave 1 man behind attackers = attackers - 1; diceRoll.CalculateBattle(attackers, defenders, out deadAttackers, out deadDefenders); armyManagement.RemoveDead("AttackingCountry", deadAttackers); armyManagement.RemoveDead("DefendingCountry", deadDefenders); targetCountry.selectingDefender = false; }