コード例 #1
0
ファイル: Batiment_script.cs プロジェクト: MADcrea/ADVW
    private void OnMouseUp()
    {
        switch (UI_values.Step)
        {
        case UI_Manager_script.StepType.Intel:                          //Phase 2 Step Intel
            HUD2Value.Intel_UI_update(this.gameObject);
            break;

        case UI_Manager_script.StepType.DefineAttacker:                 //Phase 2 Step Attack A
            if (type == BuildingType.Attack)
            {
                HUD2Value.Attack_A_UI_update(this.gameObject);          //Phase 2 Step Attack B
            }
            break;

        case UI_Manager_script.StepType.DefineAttacked:
            //Owner must be verified
            //NOT a CITY must be verified
            HUD2Value.Attack_B_UI_update(this.gameObject);
            break;

        case UI_Manager_script.StepType.DefineSelfDestruct:
            string description =
                type + "\n" + "\r" +                //type
                "Chance : 87%" + "" + "\n" + "\r" + // proba fixe de 87% (ne pas faire 1 sur un dé à 6 faces)
                Owner + "\n" + "\r" +               //Owner
                health + "\n" + "\r" +              //health
                Effect;
            HUD2Value.SD_UI_update("none", description, this.gameObject);
            break;

        default:
            break;
        }
    }
コード例 #2
0
ファイル: Case_script.cs プロジェクト: MADcrea/ADVW
    private void OnMouseUp()
    {
        //Phase 1 Step Case selection for unit
        if (UI_values.Phase_number == 1 && UI_values.Step == UI_Manager_script.StepType.Token_creation_case)
        {
            //Check if case is free
            if (Occupation == OccupationType.Free)
            {
                //Check if valid building is near
                if (true /*HasCaseAnAdjacentAllyBuilding()*/)
                {
                    //Send Case adress to GameManager (HUD1)
                    HUD1Value.Unit_Deployment(this.gameObject);
                }
            }
        }

        //Phase 2 Step Intel
        if (UI_values.Phase_number == 2 && UI_values.Step == UI_Manager_script.StepType.Intel)
        {
            HUD2Value.Intel_UI_update(this.gameObject);
        }

        //Phase 2 Step Move B
        if (UI_values.Phase_number == 2 && UI_values.Step == UI_Manager_script.StepType.DefineDestination)
        {
            if (Occupation == OccupationType.Free) //Case must be free
            {
                GameObject  Voyager        = HUD2Value.ElementA;
                Unit_script Voyager_values = Voyager.GetComponent <Unit_script>();
                //Debug.Log(Voyager.name);
                Case_script Origin_Case = Voyager_values.Occupied_case.GetComponent <Case_script>();
                if (CheckVoisine(Origin_Case)) //Case must be adjacente
                {
                    HUD2Value.Move_B_UI_update(this.gameObject);
                }
                else
                {
                    Debug.Log("This case is not a good choice");
                }
            }
            else
            {
                Debug.Log("Destination is not free");
            }
        }
    }