//----------------------------------------------------// //Turn Management public void EndTurn() { if (endTurnBuffer) { hourglassControls.SendMessage("PlayerTurnEnded"); // Debug.Log("I was told to end turn!"); isTurn = false; comboController.enabled = false; //Debug.Log("endingturn"); if (turnManager != null) { endTurnBuffer = false; attackController.allowAttack = false; // this.gameObject.GetComponent<BasicRayAttack>().clearTarget(); turnManager.SendMessage("CalculateTurn"); } else { Debug.Log("No manager found"); } } }
void MakeTurn() { if (currentUnit.tag.Equals("Baddy")) { // Debug.Log("Current unit is a baddy"); hourglassControls.pause(); currentUnit.GetComponent <ZombieAI>().enabled = true; } else //current unit is a player { if (!isCombatEnded()) { hourglassControls.resume(); hourglassControls.SendMessage("PlayerTurnStart"); currentUnit.SendMessage("StartTurn"); } } cam.SendMessage("SetCameraFollow", currentUnit.gameObject); }