public override void TurnStart() { IsPlayerCanTurn = true; AllyCells = UnitCells .Where(x => x.Unit != null) .Where(x => x.Unit.Team == BattleUnitTeamType.Ally) .Where(x => x.Unit.IsAlive) .ToList(); EnemyCells = UnitCells .Where(x => x.Unit != null) .Where(x => x.Unit.Team == BattleUnitTeamType.Enemy) .Where(x => x.Unit.IsAlive) .ToList(); SetTargets(); }
public void CreateUnitsCell() { var allyUnits = _battleController.UnitsList .Where(x => x.Team == BattleUnitTeamType.Ally) .ToList(); for (var i = 1; i <= 4; i++) { var cell = _battleUnitCellFactory.Create(allyParent); var unit = allyUnits.FirstOrDefault(x => x.Place == i); if (unit != null) { cell.SetUnitData(unit); } else { cell.ResetUnitData(); } UnitCells.Add(cell); } var enemyUnits = _battleController.UnitsList .Where(x => x.Team == BattleUnitTeamType.Enemy) .ToList(); for (var i = 1; i <= 4; i++) { var cell = _battleUnitCellFactory.Create(enemyParent); var unit = enemyUnits.FirstOrDefault(x => x.Place == i); if (unit != null) { cell.SetUnitData(unit); } else { cell.ResetUnitData(); } UnitCells.Add(cell); } _battleController.TurnStart(); }
public void TurnStart() { ActiveCell = UnitCells.First(x => x.Unit == _battleController.UnitsList[0]); ActiveCell.TurnStart(); }