Esempio n. 1
0
    void RenewHeroList()
    {
        if (m_CurrentHeroIndex != -1 && m_AvailableHeroes != null)
        {
            HeroPool.FreeHero(m_AvailableHeroes[m_CurrentHeroIndex]);
            m_ScenarioSettings.UpdateHeroLists(PlayerIndex);
        }

        m_CurrentHeroIndex = -1;

        if (m_CurrentTownIndex == -1)
        {
            UpdateHeroSprite();
            return;
        }

        m_AvailableHeroes = HeroPool.GetFactionHeroes(PlayerIndex, m_AvailableTowns[m_CurrentTownIndex], true);

        UpdateHeroSprite();
    }
Esempio n. 2
0
    public void HeroRightPressed()
    {
        if (m_CurrentHeroIndex != -1)
        {
            HeroPool.FreeHero(m_AvailableHeroes[m_CurrentHeroIndex]);
        }

        m_CurrentHeroIndex++;

        if (m_CurrentHeroIndex > m_AvailableHeroes.Count - 1)
        {
            m_CurrentHeroIndex = -1;
        }
        else
        {
            HeroPool.ClaimHero(m_AvailableHeroes[m_CurrentHeroIndex]);
        }

        m_ScenarioSettings.UpdateHeroLists(PlayerIndex);
        UpdateHeroSprite();
    }
Esempio n. 3
0
    public void UpdateHeroList()
    {
        if (m_CurrentHeroIndex != -1 && m_AvailableHeroes != null)
        {
            Hero _CurrentHero = m_AvailableHeroes[m_CurrentHeroIndex];

            HeroPool.FreeHero(_CurrentHero);

            m_AvailableHeroes = HeroPool.GetFactionHeroes(PlayerIndex, m_AvailableTowns[m_CurrentTownIndex], true);

            HeroPool.ClaimHero(_CurrentHero);

            m_CurrentHeroIndex = m_AvailableHeroes.IndexOf(_CurrentHero);
        }
        else if (m_CurrentTownIndex != -1 && m_AvailableTowns.Count > 0)
        {
            m_AvailableHeroes = HeroPool.GetFactionHeroes(PlayerIndex, m_AvailableTowns[m_CurrentTownIndex], true);
        }

        UpdateHeroSprite();
    }