public IEnumerator StartNextTurn()
    {
        currentCharacter = turns[0];
        Vector3 p = map.WorldToCellSpace(currentCharacter.transform.position);

        p.z = Camera.main.transform.localPosition.z;
        inputControl.CenterCamera(p);

        ui.UpdateTurns(turns);
        currentCharacter.OnTurnStart();
        if (currentCharacter.GetHealth().x > 0)
        {
            if (currentCharacter.team == Card.TargetType.Enemy)
            {
                ai.self = currentCharacter;
                ai.Action();
            }
            else
            {
                yield return(new WaitForSeconds(0.5f));

                hand.DrawCurrentCards(currentCharacter);
                inputControl.SetInput(InputController.InputMode.Movement);
                map.Highlight(currentCharacter.transform.position, Card.RangeType.Area, currentCharacter.GetSpeed(), HighlightTiles.TileType.Move, currentCharacter.stats.moveableTiles);
            }
            ui.SelectCharacter(currentCharacter);
        }
        else
        {
            yield return(new WaitForSeconds(1.5f));

            UpdateTurn(new List <Card>());
        }
    }
Esempio n. 2
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    public void EndCurrentTurn()
    {
        if (_playerTurn == 1)
        {
            if (_playerShooted)
            {
                foreach (var enemy in _enemies)
                {
                    enemy.Action(_playerTurn);
                }
                _turnCounter++;
                _playerTurn++;
                NextTurnNotify(_playerTurn);
                _playerShooted        = false;
                _playerSettedPosition = false;
            }
            else
            {
                Debug.Log("Somethink is wrong. You have to shoot");
            }
        }
        else
        {
            if (_playerSettedPosition)
            {
                //Wywołaj akcję AI
                foreach (var enemy in _enemies)
                {
                    enemy.Action(_playerTurn);
                }
                _turnCounter--;
                _playerTurn--;
                _playerSettedPosition = false;
                _playerShooted        = false;

                NextTurnNotify(_playerTurn);
            }
            else
            {
                Debug.Log("Somethink is wrong. You have to set new position");
            }
        }
    }