Esempio n. 1
0
    /*
    function SpawnEnemyInMap(e : Character, p : Tile) {

        var deo = Instantiate(dungeonEntity, p.GetWorldPos(), Quaternion.identity);
        var de = deo.AddComponent(DungeonEnemy);
        de.mState = this;
        de.Initialize(e);
        de.MoveTo(p);
        enemiesInPlay.Add(de);

        var ds = de.GetComponentInChildren(EntitySprite);
        ds.Initialize(e.spriteData, gState.charLSManager);

        //canUndo = false;
    }

    function SpawnItemInMap(i : Item, p : Tile) {
        var dio = Instantiate(dungeonEntity, p.GetWorldPos(), Quaternion.identity);
        var di = dio.AddComponent(DungeonItem);
        di.mState = this;
        di.Initialize(i);
        di.MoveTo(p);
        itemsInPlay.Add(di);

        var ds = dio.GetComponentInChildren(EntitySprite);
        ds.Initialize(i.spriteData, gState.itemLSManager);
    }

    function LinkMechInMap(m : Mechanism) {
        m.Initialize(this);
        Debug.Log(m);
        Debug.Log(m.GetTile().GetGridPos());
        m.GetTile().mechs.Add(m);
        mechs.Add(m);
    }

    function SetDAction(a : DAction) {
        action = a;
        op = OP.plan;
    }

    function SetTurn(index : int) {

        for (c in charsInPlay) {
            c.SetTurn(index);
        }

        for (i in itemsInPlay) {
            i.SetTurn(index);
        }

        for (k in enemiesInPlay) {
            k.SetTurn(index);
        }

        for (m in mechs) {
            m.SetTurn(index);
        }

        turnIndex = index;

        op = OP.neutral;
        //if (turnIndex == (turnHist.Count - 1)) {

    }
    */
    public void PlayerTurn()
    {
        foreach (DungeonCharacter c in charsInPlay) {
            c.NewTurn();
        }
        whoseTurn = WHOSETURN.player;
        op = OP.neutral;
    }
Esempio n. 2
0
    public void EnemyTurn()
    {
        foreach (AutonomousCharacter e in enemiesInPlay) {
            e.NewTurn();
        }

        whoseTurn = WHOSETURN.enemy;
        op = OP.neutral;
    }