public void _EndTurn_UnitPerTurn(){ selectedUnitID+=1; if(selectedUnitID>=allUnitList.Count) selectedUnitID=0; selectedFactionID=allUnitList[selectedUnitID].factionID; bool isUnitActive=allUnitList[selectedUnitID].NewTurn(); //in case unit is destroyed by damage over time effect if(isUnitActive){ // Debug.LogWarning(allUnitList[selectedUnitID].unitName + " " + allUnitList[selectedUnitID].canDrawCards); if (allUnitList[selectedUnitID].canDrawCards) { Unit.AbilitySelection abilitySelection = Unit.DrawCard(allUnitList.Where(u => u.factionID == selectedFactionID).ToList()); if (abilitySelection != null){ abilitySelection.cardOwner.AddAbility(abilitySelection.abilityId); } } } else { _EndTurn_UnitPerTurn(); return; } if(allUnitList[selectedUnitID].isAIUnit) AIManager.MoveUnit(allUnitList[selectedUnitID]); else GameControl.SelectUnit(allUnitList[selectedUnitID], false); }
void Awake() { instance = this; }