public void PressEndTurnButton() { if (currentPlayer == 1) { currentPlayer = 2; } else { currentPlayer = 1; } //For every character in Player 1, set can move and can attack. foreach (GameObject unit in player1Units) { unit.GetComponent <Character>().SetCanMove(true); unit.GetComponent <Character>().SetCanAttack(true); } //For every character in Player 2/Enemy, set can move and can attack. foreach (GameObject unit in player2Units) { unit.GetComponent <Character>().SetCanMove(true); unit.GetComponent <Character>().SetCanAttack(true); } //Reset selection state. if (TileBehavior.GetSelectionState() != null) { TileBehavior.selectedTile.GetComponent <TileBehavior>().SelectionStateToNull(); } AddCTPObjectivePoints(); }
public void PressEndTurnButton() { if (currentPlayer == 1) { currentPlayer = 2; player2Energy += 10; endButton.GetComponent <Image>().color = new Color(0f, 0f, 1f, 1f); } else { currentPlayer = 1; player1Energy += 10; turnCounter++; endButton.GetComponent <Image>().color = new Color(1f, 0f, 0f, 1f); turnText.text = $"Turn {turnCounter.ToString()}"; } UpdateUI(); //For every character in Player 1, set can move and can attack. foreach (GameObject unit in player1Units) { unit.GetComponent <Character>().SetCanMove(true); unit.GetComponent <Character>().SetCanAttack(true); } //For every character in Player 2/Enemy, set can move and can attack. foreach (GameObject unit in player2Units) { unit.GetComponent <Character>().SetCanMove(true); unit.GetComponent <Character>().SetCanAttack(true); } //Reset selection state. if (TileBehavior.GetSelectionState() != null) { TileBehavior.selectedTile.GetComponent <TileBehavior>().SelectionStateToNull(); } AddCTPObjectivePoints(); }