public void BuildDesertKnight(Player player) { movedKnight = true; positionedUnit = new Knight(player, player.desertKnightLevel); player.ownedUnits.Add(positionedUnit); owned = true; knight = player.desertKnightLevel; if (player.desertKnightActive) { var temp = positionedUnit as Knight; temp.activateKnight(); } knightActive = player.desertKnightActive; switch (positionedUnit.Owner.myColor) { case 0: color = Color.red; break; case 1: color = Color.blue; break; case 2: color = Color.green; break; case 3: color = new Color(255, 128, 0); break; } }
public void OnKnight(KnightLevel value) { knight = value; if (knight == KnightLevel.None) { transform.GetComponent <SpriteRenderer>().sprite = intersection; transform.GetComponent <SpriteRenderer>().color = Color.white; transform.GetComponent <CircleCollider2D>().radius = 0.2f; } else if (knight == KnightLevel.Basic || movedKnight) { movedKnight = false; transform.GetComponent <SpriteRenderer>().sprite = knightSprites[(int)knight]; transform.GetComponent <CircleCollider2D>().radius = 0.6f; } else if (knightActive) { transform.GetComponent <SpriteRenderer>().sprite = activeKnightSprites[(int)knight]; } else if (!knightActive) { transform.GetComponent <SpriteRenderer>().sprite = knightSprites[(int)knight]; } }
public void MoveKnight(Player player, Knight knightToMove, bool forced) { movedKnight = true; Knight temp = knightToMove; positionedUnit = temp; owned = true; knight = temp.level; if (!forced) { temp.deactivateKnight(); } else { knightActive = knightToMove.isKnightActive(); } switch (positionedUnit.Owner.myColor) { case 0: color = Color.red; break; case 1: color = Color.blue; break; case 2: color = Color.green; break; case 3: color = new Color(255, 128, 0); break; } }
public void upgradeKnight() { if (level != KnightLevel.Mighty) { level = (KnightLevel)(((int)level) + 1); } }
private void LoadKnight(Knight k) { positionedUnit = k; owned = true; knight = k.level; switch (positionedUnit.Owner.myColor) { case 0: color = Color.red; break; case 1: color = Color.blue; break; case 2: color = Color.green; break; case 3: color = new Color(255, 128, 0); break; } }
public void BuildKnight(Player player) { positionedUnit = new Knight(player, KnightLevel.Basic); player.ownedUnits.Add(positionedUnit); owned = true; knight = KnightLevel.Basic; switch (positionedUnit.Owner.myColor) { case 0: color = Color.red; break; case 1: color = Color.blue; break; case 2: color = Color.green; break; case 3: color = new Color(255, 128, 0); break; } }
public void RemoveKnight(Player player, bool destroy) { knightRemoved = true; owned = false; Knight temp = (Knight)positionedUnit; // temp.deactivateKnight(); knight = KnightLevel.None; knightActive = false; positionedUnit = null; if (destroy) { player.AddKnight(temp.level); player.ownedUnits.Remove(positionedUnit); } color = new Color(255, 255, 255); }
public Knight(Player p, Guid g, KnightLevel level) : base(p, g) { this.level = level; }
public Knight(Player p, KnightLevel level) : base(p) { this.level = level; }
public bool HasKnights(KnightLevel level) { return(knightTokens.Contains(level)); }
public void AddKnight(KnightLevel level) { knightTokens.Add(level); }
public void RemoveKnight(KnightLevel level) { knightTokens.Remove(level); }