/* function SpawnEnemyInMap(e : Character, p : Tile) { var deo = Instantiate(dungeonEntity, p.GetWorldPos(), Quaternion.identity); var de = deo.AddComponent(DungeonEnemy); de.mState = this; de.Initialize(e); de.MoveTo(p); enemiesInPlay.Add(de); var ds = de.GetComponentInChildren(EntitySprite); ds.Initialize(e.spriteData, gState.charLSManager); //canUndo = false; } function SpawnItemInMap(i : Item, p : Tile) { var dio = Instantiate(dungeonEntity, p.GetWorldPos(), Quaternion.identity); var di = dio.AddComponent(DungeonItem); di.mState = this; di.Initialize(i); di.MoveTo(p); itemsInPlay.Add(di); var ds = dio.GetComponentInChildren(EntitySprite); ds.Initialize(i.spriteData, gState.itemLSManager); } function LinkMechInMap(m : Mechanism) { m.Initialize(this); Debug.Log(m); Debug.Log(m.GetTile().GetGridPos()); m.GetTile().mechs.Add(m); mechs.Add(m); } function SetDAction(a : DAction) { action = a; op = OP.plan; } function SetTurn(index : int) { for (c in charsInPlay) { c.SetTurn(index); } for (i in itemsInPlay) { i.SetTurn(index); } for (k in enemiesInPlay) { k.SetTurn(index); } for (m in mechs) { m.SetTurn(index); } turnIndex = index; op = OP.neutral; //if (turnIndex == (turnHist.Count - 1)) { } */ public void PlayerTurn() { foreach (DungeonCharacter c in charsInPlay) { c.NewTurn(); } whoseTurn = WHOSETURN.player; op = OP.neutral; }
public void EnemyTurn() { foreach (AutonomousCharacter e in enemiesInPlay) { e.NewTurn(); } whoseTurn = WHOSETURN.enemy; op = OP.neutral; }