public static void LerpToView(RaycastHit hit) //Called by CheckClick below. Changes UI pannels and lerps to the position of the clicked cube { GameBrain.ChangeAcceptInput(false); UIMaster.FadePhanel((int)UIPannels.Action); UIMaster.FadePhanel((int)UIPannels.View); TopDownCamera.Instance.StartCoroutine(TopDownCamera.LerpToPosition(hit.transform.position, hit.transform.rotation)); }
void Start() { GameBrain.ChangeAcceptInput(false); TopDownCamera.AllowMovement(false); instance = this; tm = new TutorialUIMaster(); t_ai = new TutorialAI(); acceptInput = false; ai_turn = false; image_on = false; turn_button = GameObject.Find("PlayerPanel").GetComponent <Button>(); d_markers = GameObject.Find("DeployMarkers"); d_markers.SetActive(false); UIMaster.SetActionPanel(false); phase = T_Phases.Introduction; whichText = 0; phaselength = TutorialUIMaster.TutorialText[(int)phase].Length; TutorialUIMaster.ChangeText((int)phase, whichText); GameObject.Find("Back Button").GetComponent <Button>().onClick.AddListener(BackText); GameObject.Find("Forward Button").GetComponent <Button>().onClick.AddListener(ForwardText); GameObject.Find("Continue Button").GetComponent <Button>().onClick.AddListener(PlayersTurn); GameObject.Find("Raise Button").GetComponent <Button>().onClick.AddListener(RaiseBox); }
public static IEnumerator Move() { GameBrain.ChangeAcceptInput(false); yield return(new WaitForSeconds(1.0f)); HexCell moveTo; for (int i = 0; i < ai_units.Count; ++i) { if (ai_units[i] != null) { HexCell unit_cell = ai_units[i].CurrentHex; MoveMaster.SetTarget(ai_units[i]); moveTo = MapMaster.Map[ai_units[i].CurrentHex.R - 2, ai_units[i].CurrentHex.Q]; MoveMaster.EvaluateTile(moveTo); //Actually moves unit } } yield return(new WaitForSeconds(.75f)); while (MoveMaster.movingUnits != 0) { yield return(null); } yield return(GameBrain.ChangeTurn()); //GameBrain.ChangeAcceptInput(true); }
public static void ExitView() //Returns to the camera to the position is=t was at before clicking on the cube and switches the UI back { TopDownCamera.Instance.StartCoroutine(TopDownCamera.LerpToPosition(PlayerMaster.CurrentPlayer.CameraPosistion, PlayerMaster.CurrentPlayer.CameraRotation)); TopDownCamera.AllowMovement(true); UIMaster.FadePhanel((int)UIPannels.Action); UIMaster.FadePhanel((int)UIPannels.View); GameBrain.ChangeAcceptInput(true); }
public static IEnumerator IDontHaveCannons() { GameBrain.ChangeAcceptInput(false); yield return(new WaitForSeconds(2.0f)); yield return(GameBrain.ChangeTurn()); //GameBrain.ChangeAcceptInput(true); }
public static IEnumerator DeployUnitsCoroutine() { GameBrain.ChangeAcceptInput(false); string prefabpath = "Prefabs/"; string prefabName; HexCell h; foreach (UnitOrder uO in instance.uoList) { yield return(new WaitForSeconds(0.1f)); h = MapMaster.Map[uO.R, uO.Q]; prefabName = ((UnitTypes)uO.unitType).ToString(); prefabName += prefabName == "Cannon" ? "" : PlayerMaster.CurrentTurn.ToString(); Unit u = ((GameObject)GameObject.Instantiate(Resources.Load(prefabpath + prefabName), h.SpawnVector, Quaternion.identity)).GetComponent <Unit>(); u.UDirection = (int)(PlayerMaster.CurrentTurn == 0 ? UnitRotations.half : UnitRotations.none); u.Player = PlayerMaster.CurrentTurn; u.gameObject.transform.rotation = u.URotation(); MapMaster.Map[uO.R, uO.Q].Unit = u; MapMaster.Map[uO.R, uO.Q].Unit.CurrentHex = MapMaster.Map[uO.R, uO.Q]; switch (uO.unitType) { case (0): PlayerMaster.CurrentPlayer.Inf.Add(u); break; case (1): PlayerMaster.CurrentPlayer.Cav.Add(u); break; case (2): Cannon c = (Cannon)u; c.shots = 0; PlayerMaster.CurrentPlayer.Can.Add(c); break; } GameObject.Destroy(uO.icon); ScoreMaster.GivePoints(ScoreMaster.PointValues[uO.unitType], u.Player); UIMaster.DisplayScore(); } instance.uoList.Clear(); RefreshUnitsUsed(); GameBrain.ChangeAcceptInput(true); }
public static IEnumerator Deploy() { GameBrain.ChangeAcceptInput(false); for (int i = 19; i < 29; ++i) { GameObject g = (GameObject)GameObject.Instantiate(Resources.Load("prefabs/Infantry1"), PlayerMaster.CurrentPlayer.backLine[i].SpawnVector, Quaternion.identity); ai_units.Add(g.GetComponent <Unit>()); MapMaster.Map[PlayerMaster.CurrentPlayer.backLine[i].R, PlayerMaster.CurrentPlayer.backLine[i].Q].Unit = g.GetComponent <Unit>(); MapMaster.Map[PlayerMaster.CurrentPlayer.backLine[i].R, PlayerMaster.CurrentPlayer.backLine[i].Q].Unit.Player = 1; MapMaster.Map[PlayerMaster.CurrentPlayer.backLine[i].R, PlayerMaster.CurrentPlayer.backLine[i].Q].Unit.CurrentHex = PlayerMaster.CurrentPlayer.backLine[i]; PlayerMaster.CurrentPlayer.Inf.Add(g.GetComponent <Unit>()); yield return(new WaitForSeconds(0.2f)); } //GameObject cannon = (GameObject)GameObject.Instantiate(Resources.Load("prefabs/Cannon"), PlayerMaster.CurrentPlayer.backLine[30].SpawnVector, Quaternion.identity); yield return(GameBrain.ChangeTurn()); //GameBrain.ChangeAcceptInput(true); }