// Changes the phase and updates the UI as needed public static IEnumerator ChangeTurn() { UIMaster.SetActionPanel(false); yield return(AlterState()); // pauses before executing the rest of the code based on phase. if (PlayerMaster.PriorTurn == 0) { yield return(EndofRound()); } if (gP != GamePhase.Attack) { PlayerMaster.SwitchPlayer(); TopDownCamera.ChangePlayerCamera(); } UIMaster.ChangeDisplayedPlayer(); UIMaster.ChangePlayerDeploy(gP); UIMaster.DisplayState(gP, PlayerMaster.CurrentTurn); turnNum++; yield return(null); }
static void NextPhase() { whichText = 0; ++phase; switch (phase) { case T_Phases.Deploy: UIMaster.DisplayState(GamePhase.Deploy, PlayerMaster.CurrentTurn); UIMaster.SetActionPanel(true); UIMaster.FadePhanel(0); break; case T_Phases.Cannon: for (int i = 0; i < PlayerMaster.CurrentPlayer.Can.Count; ++i) { PlayerMaster.CurrentPlayer.Can[i].Moved = false; } HighlightMaster.HighlightActiveCannons(PlayerMaster.CurrentPlayer); break; default: break; } turn_button.interactable = false; phaselength = TutorialUIMaster.TutorialText[(int)phase].Length; TutorialUIMaster.ChangeText((int)phase, whichText); }
//initialize void Start() { instance = this; // canSkip = false; uiM = new UIMaster(); sM = new ScoreMaster(); mM = new MapMaster(); pM = new PlayerMaster(); dM = new DeployMaster(); mvM = new MoveMaster(); aM = new AttackMaster(); acceptInput = true; turnNum = 0; CannonMaster.ResetCurrent(); gP = GamePhase.Deploy; ScoreMaster.ResetScore(); mL = new MapLoader(); mL.LoadMapFromTextAsset(((TextAsset)Resources.Load("Maps/" + mapName))); PlayerMaster.SetBackLines(MapMaster.Map); TopDownCamera.ActivateMainCamera(MapMaster.Height, MapMaster.Width, MapMaster.MapRadius); UIMaster.SetGeneralUI(); UIMaster.SetDeployUI(); UIMaster.SetCannonUI(); UIMaster.DisplayScore(); UIMaster.SetPanelAlpha(false, (int)UIPannels.Cannon); UIMaster.SetPanelAlpha(false, (int)UIPannels.Phase); UIMaster.SetPanelAlpha(false, (int)UIPannels.View); UIMaster.SetPanelAlpha(false, (int)UIPannels.Fight); UIMaster.SetActionPanel(true); if (!tutorial) { UIMaster.DisplayState(gP, PlayerMaster.CurrentTurn); } // norton = VS_AI ? new AIBrain() : null; // must be called after UIMaster.SetGeneralUI to percive turns properly }