public static void StartTurn2() { if (count > 0) { currentUnit.BeginTurn(); Debug.Log(count); //Debug.Log (turnTeam); //Debug.Log (turnTeam.Count); } }
public static void InitUnitTurn() { if (countMovs > 0) { currentUnit.BeginTurn(); /*Poner De momento aqui - es para que funcione bien el turno de los npc si lo quitas no se le va el turno a los npc */ GameObject[] units = GameObject.FindGameObjectsWithTag("NPC"); foreach (GameObject unit in units) { TacticsMove npc = unit.GetComponent <TacticsMove>(); npc.moved = false; } } }
public static void StartTurn() { if (turnTeam.Count > 0) { TacticsMove unit = turnTeam.Peek(); unit.currentlySelected = true; if (unit.CompareTag("Player")) { unit.GetComponent <PlayerMove>().SelectedClick(); } else { unit.currentlySelected = false; } unit.BeginTurn(); } }
public static void InitNPCTurn() { Debug.Log("TurnoNPC"); GameObject[] units = GameObject.FindGameObjectsWithTag("NPC"); Debug.Log(units.Length); countMovs = units.Length; countAtks = 0; //units.Length; foreach (GameObject unit in units) { TacticsMove npc = unit.GetComponent <TacticsMove>(); //npc.moved = false; currentUnit = npc; //PROBAR EL INVOKE REPEATING NPCMove prueba = unit.GetComponent <NPCMove> (); prueba.FindNearestTarget(); currentUnit.BeginTurn(); } InitPlayerTurn(); //??? - REVISAR POR QUE NO LO SETEA A 4 Y LO SETEA A 0 }
static void StartTurn() { if (units.Count > 0) { TacticsMove unitTurn = units.Dequeue(); if (unitTurn.dead) { StartTurn(); } else { unitTurn.BeginTurn(); } } /*else * { * turnKey.Dequeue(); * }*/ }
/// <summary> /// Exchanges turns between units of the same team if unitToPlay still playable /// </summary> /// <param name="playedUnit">unit currently playing</param> /// <param name="unitToPlay">unit to play now</param> public static bool ExchangeTurn(TacticsMove playedUnit, TacticsMove unitToPlay) { if (turnTeam.Contains(unitToPlay)) { //if exchange : need to be first in queue (or change data structure/ use bools) TacticsMove[] tmpArray = turnTeam.ToArray(); turnTeam.Clear(); turnTeam.Enqueue(unitToPlay); for (int i = 0; i < tmpArray.Length; ++i) { if (tmpArray[i] != unitToPlay) { turnTeam.Enqueue(tmpArray[i]); } } playedUnit.turn = false; unitToPlay.BeginTurn(); return(true); } return(false); }
static void StartTurn() { if (units.Count > 0) { TacticsMove unitTurn = units.Dequeue(); if (unitTurn.dead) { StartTurn(); } else { // Is being used in the HurtEnemyUnit script currentUnit = unitTurn; // variable to keep track of the current unit cam.LookAt = unitTurn.transform; cam.Follow = unitTurn.transform; unitTurn.BeginTurn(); } } }
public static void StartTurn() { CurrentSelected.BeginTurn(); CurrentSelected.MoveAction(); }
void Update() { if (Input.GetMouseButtonUp(1)) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit, Mathf.Infinity)) { if (hit.collider.tag == TurnManager.CurrentTeam) { if (!hit.collider.GetComponent <TacticsMove>().turn&& !hit.collider.GetComponent <TacticsMove>().passedTurn) { TurnManager.CurrentSelected.EndTurn(); hit.collider.GetComponent <TacticsMove>().BeginTurn(); TacticsMove currentTm = hit.collider.GetComponent <TacticsMove>(); TurnManager.CurrentSelected = currentTm; currentTm.BeginTurn(); currentTm.MoveAction(); if (equipmentDisplay.isActiveAndEnabled) { equipmentDisplay.UpdateEquipment(true); } } } } } if (Input.GetKeyDown(KeyCode.C)) { CraftManager.UpdateRecipes(); GetComponent <Recipe>().Craft(); } if (camFollow && TurnManager.CurrentTeam == "Player") { newCameraPos = new Vector3(newCameraPos.x, cameraBase.transform.position.y, newCameraPos.z); cameraBase.transform.position = Vector3.MoveTowards(cameraBase.transform.position, newCameraPos, cameraBase.GetComponent <CameraControl>().panSpeed); if (cameraBase.transform.position == newCameraPos) { camFollow = false; } } if (!TurnManager.combatInitialized) { if (TurnManager.UnitList.Count > 0) { TurnManager.InitCombat(); follow = true; } else { follow = false; } } if (follow) { transform.position = TurnManager.CurrentSelected.transform.position + new Vector3(0, 2, 0); } }