public void AddVisibleBy(Entity_PlayerArmy army) { if (!VisibleBy.Contains(army)) { VisibleBy.Add(army); } CheckVisibility(); }
public void Action_Move(Entity_PlayerArmy army) { if (!((Scene_Game)Scene).GetIsPlayerTurn(army.Player)) { return; } if (HasPlayerArmy != null) { return; } army.MoveToSystem(this); AfterAction(); }
public void Action_War(Entity_PlayerArmy army) { if (!((Scene_Game)Scene).GetIsPlayerTurn(army.Player)) { return; } if (HasPlayerArmy == null) { return; } Console.WriteLine("WAR " + Name); //( (Scene_Game) Scene.Instance ).SaveGame(); AfterAction(); }
public void RemovePlayer() { if (HasPlayerArmy == null) { return; } // Update visibility foreach (Entity_StarSystem system in Neighbours) { system.RemoveVisibleBy(HasPlayerArmy); } RemoveVisibleBy(HasPlayerArmy); // Update UI UI.UpdateButton(); HasPlayerArmy = null; }
public void AddPlayerArmy(Entity_PlayerArmy army) { HasPlayerArmy = army; AddVisibleBy(army); // Update visibility foreach (Entity_StarSystem system in Neighbours) { system.AddVisibleBy(army); } // Update UI UI.UpdateButton(); // Add to list of systems this player has been to ((Scene_Game)Scene.Instance).CurrentPlayers[army.Player].AddVisitedSystem(Index); foreach (Entity_StarSystem neighbour in Neighbours) { ((Scene_Game)Scene.Instance).CurrentPlayers[army.Player].AddVisitedSystem(neighbour.Index); } }
public void RemoveVisibleBy(Entity_PlayerArmy army) { VisibleBy.Remove(army); CheckVisibility(); }