Esempio n. 1
0
    void UpdateSelectedUnit()
    {
        if (GameRound.instance.currentPlayer == null)
        {
            return;
        }

        SmoothlyTransitionActivity(unitPanel, unitWeShowStatsOf != null, 0.1f);

        if (GameRound.instance.currentPlayer.type == PlayerType.AI)
        {
            //??
        }
        else
        {
            unitWeShowStatsOf = GameRound.instance.currentPlayer.selectedUnit;
            if (unitWeShowStatsOf != null)
            {
                FillTheBar();
                unitName.text = unitWeShowStatsOf.info.unitName;
                if (unitWeShowStatsOf is Hero)
                {
                    unitName.text += " " + (unitWeShowStatsOf as Hero).heroName;
                }
            }
        }
    }
Esempio n. 2
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 public void SetCamToU(BattlescapeLogic.Unit unit)
 {
     if (routine != null)
     {
         StopCoroutine(routine);
     }
     routine = StartCoroutine(SetCameraToUnit(unit));
 }
Esempio n. 3
0
 // this one will be used for following a unit as long as the "condition" for continuing the loop is met - like "follow unit untill it ends its movement".
 IEnumerator SetCameraToUnit(BattlescapeLogic.Unit unit, bool condition)
 {
     manualCamera = false;
     while (condition)
     {
         transform.position = Vector3.Lerp(transform.position, unit.transform.position + new Vector3(0, startector.y, -3), Time.deltaTime * transitionSpeed);
         LocalRotation      = Quaternion.identity.eulerAngles;
         yield return(null);
     }
     manualCamera = true;
 }
Esempio n. 4
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 public void OnAttack(BattlescapeLogic.Unit Attacker, BattlescapeLogic.Unit Defender)
 {
     if (Attacker == myUnit && GameRound.instance.currentPhase == TurnPhases.Attack && myUnit.IsInCombat() == false)
     {
         if (Application.isEditor)
         {
             DestroyImmediate(transform.GetChild(0).gameObject);
         }
         else
         {
             Destroy(transform.GetChild(0).gameObject);
         }
     }
 }
Esempio n. 5
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 public static void UpdateUnitInfo(BattlescapeLogic.Unit currUnit)
 {
     currentInstance.UpdateInfo(currUnit);
 }
Esempio n. 6
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 void Start()
 {
     myUnit = GetComponentInParent <BattlescapeLogic.Unit>();
     //CombatController.Instance.AttackEvent += OnAttack;
 }