static IEnumerator Fight() //Handles and manages the FightScene { gP = GamePhase.Attack; while (AttackMaster.CombatCount != 0) { float rotation; if (PlayerMaster.CurrentTurn == 0) { rotation = 180; } else { rotation = 0; } instance.StartCoroutine(TopDownCamera.LerpToPosition(AttackMaster.CenterOfCombat(), Quaternion.Euler(90, rotation, 0))); yield return(new WaitForSeconds(2.0f)); //Wait to give the player a chance to see stuff instance.StartCoroutine(UIMaster.MoveCurtains(true)); //lower curtains yield return(null); //Wait at least one frame so that UIMaster.MovingCurtians can change value while (UIMaster.MovingCurtains) { yield return(null); } List <Unit> currentCombat = AttackMaster.CurrentCombatArea; List <Unit> toKill = AttackMaster.FightResults(); FightSceneMaster.SetUpFight(currentCombat, toKill); //Prepare the fightscene yield return(new WaitForSeconds(1.0f)); //Pause for dramatic effect instance.StartCoroutine(UIMaster.MoveCurtains(false)); //Raise Curtains yield return(null); while (UIMaster.MovingCurtains) { yield return(null); } SoundMaster.AttackCharge(); instance.StartCoroutine(FightSceneMaster.ToBattle()); //Begins FightScene yield return(null); //Wait at least one frame so that FightSceneMaster.Fighting can change value while (FightSceneMaster.Fighting) { yield return(null); } //SoundMaster.AttackResolution(); instance.StartCoroutine(UIMaster.MoveCurtains(true)); //Lower curtains again yield return(null); //Wait at least one frame so that UIMaster.MovingCurtians can change value while (UIMaster.MovingCurtains) { yield return(null); } FightSceneMaster.CleanUp(); //Resets FightScene yield return(new WaitForSeconds(0.25f)); //Pause instance.StartCoroutine(UIMaster.MoveCurtains(false)); //Raise curtains yield return(new WaitForFixedUpdate()); //Wait at least one frame so that UIMaster.MovingCurtians can change value while (UIMaster.MovingCurtains) { yield return(null); } yield return(new WaitForSeconds(1.0f)); foreach (Unit u in toKill) { PlayerMaster.KillUnit(u); //Kills dead units } yield return(new WaitForSeconds(1.0f)); //Pause to see aftermath } //return to player's position after the fight instance.StartCoroutine(TopDownCamera.LerpToPosition(PlayerMaster.CurrentPlayer.CameraPosistion, PlayerMaster.CurrentPlayer.CameraRotation)); DeactivateCannonByMove(PlayerMaster.OtherPlayer); if (PlayerMaster.CurrentTurn == 0) { HighlightMaster.HighlightMovable(PlayerMaster.OtherPlayer); } UIMaster.DisplayScore(); // WinByMove(); UIMaster.SetActionPanel(true); //Turns action pannel back on UIMaster.FadePhanel((int)UIPannels.Action); CannonMaster.CheckCannonCapture(); gP = GamePhase.Move; yield return(ChangeTurn()); acceptInput = true; }
//Alters aspects of the game state (such as highlights or unit numbers) based on phase and other information private static IEnumerator AlterState() { switch (gP) { case (GamePhase.Deploy): if (DeployMaster.instance.uoList.Count != 0) { yield return(DeployMaster.DeployUnitsCoroutine()); yield return(new WaitForSeconds(1.5f)); } UIMaster.UpdateDeployAmount(); break; case (GamePhase.Cannon): // CheckSkip(); /* if (PlayerMaster.CurrentTurn == 0) * { * CheckSkip(); * } */ CannonMaster.ExitCannon(); HighlightMaster.UnhighlightCannons(PlayerMaster.CurrentPlayer); DeactivateCannonByCannon(PlayerMaster.OtherPlayer); if (PlayerMaster.CurrentTurn == 0) { //DeactivateCannonByMove(PlayerMaster.OtherPlayer); HighlightMaster.HighlightActiveCannons(PlayerMaster.OtherPlayer); } break; case (GamePhase.Move): if (MoveMaster.UnitsToMove != 0) { HighlightMaster.UnhighlightMovable(PlayerMaster.CurrentPlayer); MoveMaster.ClearMoveVariables(); } AttackMaster.BuildCombatAreas(); ActivateCannonByMove(PlayerMaster.CurrentPlayer); DeactivateCannonByMove(PlayerMaster.CurrentPlayer); if (AttackMaster.CombatCount == 0) { CannonMaster.CheckCannonCapture(); yield return(WinByMove()); if (PlayerMaster.CurrentTurn == 0) { MoveMaster.PrimeMoveVariables(PlayerMaster.OtherPlayer); HighlightMaster.HighlightMovable(PlayerMaster.OtherPlayer); } } else if (AttackMaster.CombatCount != 0) { // AttackMaster.BuildCombatAreas(); //gP = GamePhase.Attack; UIMaster.SetActionPanel(false); //Deactivates off action panel UIMaster.FadePhanel((int)UIPannels.Action); acceptInput = false; instance.StartCoroutine(Fight()); //yield return Fight(); } break; case (GamePhase.Attack): break; default: yield return(null); break; } }