private void RightMouseClick() { GameObject hitObject = FindHitObject(); if (hitObject != null) { if (hitObject.GetComponent <ISelectAble>() != null && hitObject.tag == "Country") { Country clickedCountry = hitObject.GetComponent <Country>(); _currentPlayersturn = PlayerTurnHandler.GetCurrentPlayer(); Player countryOwner = clickedCountry.GetPlayerOwner(); if (PlayerTurnHandler.CurrentGameMode == PlayerTurnHandler.GameMode.Reinforcement) { if (_currentPlayersturn == countryOwner && _currentPlayersturn.reinforcementsAvailable > 0) { clickedCountry.AddArmy(); _currentPlayersturn.reinforcementsAvailable--; } } else if (PlayerTurnHandler.CurrentGameMode == PlayerTurnHandler.GameMode.Attack) { //Check if the two countries are connected. //Check if the country is enemy. attackPanelObject.SetActive(true); _attackPannel.StartAttack(_currentSelectedCountry, clickedCountry); } countryHandler.SetSelectedCountry(_currentSelectedCountry); } } }
public void Start() { SetUpLists(); amountOfLandForEachPlayer = (int)(countryList.Count / PlayerTurnHandler.amountOfPlayers); oddLandLeft = (int)(countryList.Count % PlayerTurnHandler.amountOfPlayers); playerList = PlayerTurnHandler.GetPlayerList(); SetOwners(); }
// Use this for initialization void Start() { _currentPlayersturn = PlayerTurnHandler.GetCurrentPlayer(); }