public static string GetDescription(this ResolutionPhase phase) { switch (phase) { case ResolutionPhase.ComputerCheck: return("Check Computer Maintenance"); case ResolutionPhase.AddNewThreats: return("Threats Appear"); case ResolutionPhase.PerformPlayerActions: return("Player Actions"); case ResolutionPhase.ResolveDamage: return("Resolve Damage"); case ResolutionPhase.MoveThreats: return("Threats Move"); case ResolutionPhase.FinalRocketMove: return("Final Rocket Moves"); case ResolutionPhase.InterceptorsReturnToShip: return("Interceptors Return to Ship"); case ResolutionPhase.JumpToHyperspace: return("Jump to Hyperspace"); default: throw new InvalidOperationException("Invalid resolution phase encountered."); } }
private void Awake() { if (instance != null) { Debug.Log("Too many ResolutionPhase scripts!"); return; } instance = this; }
} //Singleton loop private void Start() { msgD = MsgDisplay.instance; cH = GetComponent <CityHandler>(); decks = GetComponent <Decks>(); deckHandUI = GameObject.Find("UIScripts").GetComponent <DeckHandUI>(); rP = GetComponent <ResolutionPhase>(); aiI = GetComponent <AIInfo>(); aiC = GetComponent <AICities>(); }
public override void PlayCard(bool playedByAI) { base.PlayCard(playedByAI); GameObject clientMaster = GameObject.Find("ClientMaster"); GameObject enemyMapTransform; if (!playedByAI) { enemyMapTransform = clientMaster.transform.Find("Player 1 Map").gameObject; } else { enemyMapTransform = clientMaster.transform.Find("Player 0 Map").gameObject; } GameObject enemyPlanetTransform = enemyMapTransform.transform.Find("Planet(Clone)").gameObject; Planet enemyPlanet = enemyPlanetTransform.GetComponent <Planet>(); List <Hextile> enemyTileList = enemyPlanet.hextileList; List <Hextile> selectedTargets = new List <Hextile>(); var rnd = new System.Random(); var randomNumbers = Enumerable.Range(0, enemyTileList.Count).OrderBy(x => rnd.Next()).Take(4).ToList(); for (int i = 0; i < randomNumbers.Count; i++) { selectedTargets.Add(enemyTileList[randomNumbers[i]]); } DeckHandUI dhUI = DeckHandUI.instance; dhUI.EnableHandUI(); ScatterShotAction ssa = new ScatterShotAction(); ssa.targets = selectedTargets; ssa.actionName = "Scatter Shot"; ssa.damage = damageDealt; ssa.actionType = 0; ResolutionPhase rP = ResolutionPhase.instance; rP.attackActions.Add(ssa); }
public override void PlayCard(bool playedByAI) { base.PlayCard(playedByAI); if (!playedByAI) { Targetting targetting = Targetting.instance; targetting.SelectObjectAoE(0); targetting.currentCondition = Targetting.TargetCondition.isFriendlyCity; EmergencyShieldAction emergencyShieldAction = new EmergencyShieldAction(); emergencyShieldAction.actionName = "Emergency Shield"; emergencyShieldAction.actionType = 1; emergencyShieldAction.effectedCity = null; emergencyShieldAction.shieldStrength = shieldsRestored; ResolutionPhase rP = ResolutionPhase.instance; rP.storedDefenceAction = emergencyShieldAction; } }
public override void PlayCard(bool playedByAI) { base.PlayCard(playedByAI); if (!playedByAI) { Targetting targetting = Targetting.instance; targetting.SelectObjectAoE(0); targetting.currentCondition = Targetting.TargetCondition.isEnemyTile; } GuassCannonAction gca = new GuassCannonAction(); gca.actionName = "Scatter Shot"; gca.target = null; gca.damage = damageDealt; gca.actionType = 0; ResolutionPhase rP = ResolutionPhase.instance; rP.storedAttackAction = gca; }
private void Start() { rP = ResolutionPhase.instance; dHUI = DeckHandUI.instance; cH = GetComponent <CityHandler>(); }