public void ResetFlags()
 {
     build_flag       = Building.Building_Type.NOTHING;
     terra_flag       = Terrain.TerrainType.NOTHING;
     magic_cast_flag  = MagicController.SpellType.NOTHING;
     round_bonus_flag = RoundBonusManager.RoundBonusType.NOTHING;
 }
Esempio n. 2
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    //Only resets locally, prevents turns being executed twice.
    public void ResetData()
    {
        CoordinateX        = 0; CoordinateY = 0;
        Built              = Building.Building_Type.NOTHING;
        Terraformed        = Terrain.TerrainType.NOTHING;
        PickedRoundBonus   = RoundBonusManager.RoundBonusType.NOTHING;
        ReturnedRoundBonus = RoundBonusManager.RoundBonusType.NOTHING;
        FoundedCityBonus   = TownFoundingBonusManager.TownTiletype.NOTHING;
        CastedSpell        = MagicController.SpellType.NOTHING;

        Change = ChangeFlag.NOTHING;
    }
Esempio n. 3
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 public void SendCastedSpellData(MagicController.SpellType casted)
 {
     Cmd_ChangeCastedSpellData(casted);
     Cmd_SetChangeFlag(ChangeFlag.CastWorldMagic);
 }
Esempio n. 4
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 void Rpc_ChangeCastedSpellData(MagicController.SpellType casted)
 {
     CastedSpell = casted;
 }
Esempio n. 5
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 void Cmd_ChangeCastedSpellData(MagicController.SpellType casted)
 {
     Rpc_ChangeCastedSpellData(casted);
 }
 public void Set_Magic_Flag(int flag_)
 {
     ResetFlags();
     magic_cast_flag = (MagicController.SpellType)flag_;
 }
Esempio n. 7
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 //Takes world magic type. Disables given magic until next turn. All bonuses are calculated locally.
 public void CastWorldMagic(MagicController.SpellType castedSpell)
 {
     magicController.DisableWorldMagic(castedSpell);
 }