public void RegisterBuildBalloon() { Debug.Log("Register build balloon and selected tile is " + selectedTile); if (actionPointsThisTurn - apToBuildBalloon < 0) { Debug.Log("Not enough AP"); return; } if (selectedTile.PlaceObjectOnThisTile(balloonPrefab, tc.GetActivePlayer()) == false) { // Don't do the stuff } else { PlayerController p = tc.GetActivePlayer(); List <GameTile> newLand = selectedTile.CalculateOwnership(p); p.AddLandToList(newLand); if (p.GetName() == "First") { selectedTile.transform.GetChild(0).GetComponent <SpriteRenderer>().color = Color.red; } else { selectedTile.transform.GetChild(0).GetComponent <SpriteRenderer>().color = Color.blue; } SubtractAP(apToBuildBalloon); am.Play("placeSFX"); } }
public void RegisterBuildBridge() { if (actionPointsThisTurn - apToBuildBridge < 0) { Debug.Log("Not enough AP"); return; } bool passed = li.PlaceBridgeAtPosition(ToTileCoords(selectedPosition)); if (passed) { List <GameTile> tempList = new List <GameTile>(); GameTile gt = li.GetTileAtPosition(selectedPosition); // Debug.Log(gt.GetOccupyingObjectType()); PlayerController p = tc.GetActivePlayer(); tempList = gt.CalculateOwnership(p, true); // tempList.Add(selectedTile); p.AddLandToList(tempList); SubtractAP(apToBuildBridge); am.Play("bridgeSFX"); } else { //Don't do the stuff. Debug.Log("Bridge building failed due to some issue with position."); } }
/// <summary> /// Instantiates the level. /// </summary> void InstantiateLevel(int player) { // tileMap = (GameObject)Instantiate(tileMapPrefab); // tileMap.transform.SetParent(this.transform); GameTile g = (player == 1) ? p1StartCell : p2StartCell; PlayerController p = turnController.GetSpecificPlayer(player); g.PlaceObjectOnThisTile(am.balloonPrefab, p, true); List <GameTile> gl = g.CalculateOwnership(p); Debug.Log(gl.Count); p.AddLandToList(gl); }