private void ToggleBonusOfExistingEvadeTokens(bool isActive) { EvadeToken evadeToken = (EvadeToken)HostShip.Tokens.GetToken(typeof(EvadeToken)); if (evadeToken != null) { evadeToken.Temporary = !isActive; } }
public void OnPointerClick(PointerEventData eventData) { Debug.Log("Action name: " + this.actionName); Debug.Log("PHASE: " + MatchDatas.getCurrentPhase()); if (MatchDatas.getCurrentPhase() == MatchDatas.phases.ACTION) { IToken token = null; switch (this.actionName) { case "focus": token = new FocusToken(); break; case "evade": token = new EvadeToken(); break; case "target lock": break; case "boost": break; case "barrel roll": break; case "slam": break; case "reinforce": break; case "cloak": break; case "decloak": break; case "coordinate": break; case "jam": break; case "recover": break; case "reload": break; case "rotate arc": break; } if (token != null) { Debug.Log("Adding token..."); MatchDatas.getPlayers()[MatchDatas.getActivePlayerIndex()].getActiveShip().addToken(token); MatchDatas.getPlayers()[MatchDatas.getActivePlayerIndex()].getActiveShip().registerPreviousAction(this.actionName); } // TODO Check if multiple actions can be chosen! // TODO Deactivate actions!!!! } if (GameObject.Find("ActionChoserPopup") != null && MatchDatas.getPlayers()[MatchDatas.getActivePlayerIndex()].getActiveShip().getNumOfActions() == 0) { GameObject.Find("ActionChoserPopup").gameObject.SetActive(false); PhaseHandlerService.endActionPhase(); } }