void StartTurn(FactionManager.Faction factionTurn) { Debug.Log("turn started"); foreach (GameObject unit in factionTurn.myUnits) { unit.GetComponent <UnitData>().StartOfTurn(); } }
/// <summary> /// Initialize the object for pool reusability. /// </summary> /// <param name="selfFaction">The faction the proyectile belongs to</param> /// <param name="oppositeFaction">The faction the proyectile damages.</param> /// <param name="speed">The speed of the proyectile</param> /// <param name="dir">Direction of movement of the proyectile, using the 4 integer notation.</param> /// <param name="attackDamage">Ammount of damage caused by the proyectile.</param> /// <param name="attackForce">Ammount of push force caused by the proyectile.</param> public void Initialize(FactionManager.Faction selfFaction, FactionManager.Faction oppositeFaction, float speed, int dir, float attackDamage, float attackForce) { this.selfFaction = selfFaction; this.oppositeFaction = oppositeFaction; this.speed = speed; this.dir = dir; this.attackDamage = attackDamage; this.attackForce = attackForce; Init(); }
public void EndTurn() { possibleFactionTurn = new List <FactionManager.Faction>(); foreach (FactionManager.Faction faction in factions) { if (faction.isActive == true) { possibleFactionTurn.Add(faction); } } foreach (GameObject unit in factionWhosTurnItIs.myUnits) { unit.GetComponent <UnitData>().EndOfTurn(); } turnCheck += 1; if (turnCheck >= possibleFactionTurn.Count) { Debug.Log(possibleFactionTurn.Count + "Turn Check above threshold" + turnCheck); turnCheck = 0; } if (turnCheck < possibleFactionTurn.Count) { Debug.Log(possibleFactionTurn.Count + "Turn Check below threshold" + turnCheck); } if (factions[turnCheck].isActive == true) { factionWhosTurnItIs = factions[turnCheck]; StartTurn(factionWhosTurnItIs); } if (factions[turnCheck].isActive == false) { turnCheck += 1; factionWhosTurnItIs = factions[turnCheck]; StartTurn(factionWhosTurnItIs); } }
void Start() { factions = factionManager.factions; factionWhosTurnItIs = factions[0]; StartTurn(factionWhosTurnItIs); }