private void EnemyController_OnBoatActivityCompleted(BoatController boatController) { var boatType = boatController.GetType(); //We just care about the normal and advance enemy controller, because the firing enemy controller's TURN will be controlled by the effect manager if (boatType == typeof(NormalEnemyController) || boatType == typeof(AdvanceEnemyController)) { currentChangeTurn++; if (currentChangeTurn == transform.childCount) { currentChangeTurn = 0; OnAllEnemyActivityCompleted(); } } else if (boatType == typeof(FiringEnemyController)) { if (boatController.GetComponent <FiringEnemyController>().CanFire) { currentChangeTurn = 0; //this will be controled by the effect manager } else { currentChangeTurn++; if (currentChangeTurn == transform.childCount) { currentChangeTurn = 0; OnAllEnemyActivityCompleted(); } } } }
private void PlayerController_OnBoatActivityCompleted(BoatController player) { if (player.GetType() == typeof(PlayerController)) { if (!effectPlaying) { //Debug.Log("Chane state in player not effect, old state:" + TurnBasedSystemManager.Instance.BattleState); OnAllBehaviourCompleted(TurnBasedSystemManager.Instance.BattleState); //stateChangedCount++; } } }