Esempio n. 1
0
    // Use this for initialization
    void Start()
    {
        observer = new EventObserver((eventID_, params_) =>
        {
            GameInterface.Events id = (GameInterface.Events)eventID_;
            switch (id)
            {
            case GameInterface.Events.Attack:
                break;

            case GameInterface.Events.MaxDefenders:
                break;

            case GameInterface.Events.MaxPopulation:
                break;

            case GameInterface.Events.Reinforce:
                break;

            default:
                break;
            }
        });
    }
Esempio n. 2
0
    // Use this for initialization
    void Start()
    {
        observer = new EventObserver((eventID_, params_) =>
        {
            GameInterface.Events id = (GameInterface.Events)eventID_;
            switch (id)
            {
            case GameInterface.Events.Attack:
                {
                    Town originatingTown = (Town)params_[0]; // params 0 should be the originating town
                    Town targetTown      = (Town)params_[1]; // params 0 should be the originating town

                    // if we sent the attack, ignore it
                    // if we are not the target, ignore it
                    if (originatingTown.GetPlayer() == this || targetTown.GetPlayer() != this)
                    {
                        return;
                    }

                    ReinforceTown(originatingTown);

                    break;
                }

            case GameInterface.Events.MaxDefenders:
                {
                    break;
                }

            case GameInterface.Events.MaxPopulation:
                {
                    Town originatingTown = (Town)params_[0];    // params 0 should be the originating town

                    AttackSomethingAlready(originatingTown);

                    break;
                }

            case GameInterface.Events.Reinforce:
                {
                    break;
                }

            case GameInterface.Events.OverPopulated:
                {
                    Town originatingTown = (Town)params_[0];    // params 0 should be the originating town

                    AttackSomethingAlready(originatingTown);

                    break;
                }

            case GameInterface.Events.AttackerPopulationIncreased:
                {
                    Town originatingTown = (Town)params_[0];    // params 0 should be the originating town

                    AttackSmaller(originatingTown);

                    break;
                }

            default:
                {
                    break;
                }
            }
        });

        EventManager.instance.AddObserver(observer);
    }