Esempio n. 1
0
        private void FinishAdaptiveAileronsAbility()
        {
            doAilerons = false;
            HostShip.CanPerformActionsWhenBumped      = false;
            HostShip.CanPerformActionsWhenOverlapping = false;
            RestoreManuverColors(HostShip);
            Phases.CurrentSubPhase.IsReadyForCommands = true;
            //ship may have flown off the board; only assign saved maneuver if ship is exists
            if (Roster.GetShipById("ShipId:" + Selection.ThisShip.ShipId) != null)
            {
                ManeuverSelectionSubphase subphase = Phases.StartTemporarySubPhaseNew <ManeuverSelectionSubphase>(
                    "Select a maneuver",
                    Triggers.FinishTrigger
                    );
                subphase.RequiredPlayer = Selection.ThisShip.Owner.PlayerNo;
                subphase.Start();
                subphase.IsReadyForCommands = true;

                ShipMovementScript.SendAssignManeuverCommand(SavedManeuver.ToString());
            }
            else
            {
                Triggers.FinishTrigger();
            }
        }
Esempio n. 2
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        private void FinishAdaptiveAileronsAbility()
        {
            RestoreManuverColors(HostShip);

            Phases.CurrentSubPhase.IsReadyForCommands = true;
            ShipMovementScript.SendAssignManeuverCommand(Selection.ThisShip.ShipId, SavedManeuver.ToString());
            //GameMode.CurrentGameMode.AssignManeuver(SavedManeuver.ToString());
            // It calls Triggers.FinishTrigger
        }
Esempio n. 3
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 private void FinishAdaptiveAileronsAbility()
 {
     ShipMovementScript.AssignManeuver(Selection.ThisShip.ShipId, SavedManeuver.ToString());
     //GameMode.CurrentGameMode.AssignManeuver(SavedManeuver.ToString());
     // It calls Triggers.FinishTrigger
 }