public void changePhase() { switch (currentPhase) { case GameConstants.Phase.Start: if (playerIndex >= players.Length) { playerIndex = 0; } currentPlayer = players[playerIndex]; currentPlayer.isTurn = true; currentPlayerImage.sprite = currentPlayer.meeple; currentPlayerName.text = currentPlayer.playerName + "attacks"; currentPhase = GameConstants.Phase.Combat; break; case GameConstants.Phase.Combat: phaseText.text = "Combate"; Debug.Log("FASE DE COMBATE. SELECCIONAR ATACANTE"); Debug.Log("FASE DE COMBATE. SELECCIONAR DEFENSOR"); break; case GameConstants.Phase.Relocate: phaseText.text = "Ubicación"; Debug.Log("FASE DE REUBICACIÓN. SELECCIONAR 2 CIUDADES CONECTADAS ENTRE SÍ"); break; case GameConstants.Phase.Reinforcement: phaseText.text = "Combate"; Debug.Log("FASE DE REFUERZOS."); break; } }
// Start is called before the first frame update void Start() { currentPlayer = players[playerIndex]; currentPhase = GameConstants.Phase.Start; currentPlayer.droppedArmy = false; currentPlayerImage.sprite = currentPlayer.meeple; currentPlayerName.text = currentPlayer.playerName; startingUnits = players.Length * currentPlayer.startingUnits; unitsDropped = 0; cartelMaderaFase.SetActive(true); }