public override IEnumerator Start() { Debug.Log("Fortify State Active."); BattleSystem.UnitInterface.SetActive(false); BattleSystem.SelectedUnit.OnFortify(3); BattleSystem.SetState(new PlayerTurn(BattleSystem)); yield return(new WaitForSeconds(0f)); }
public override IEnumerator Start() { Debug.Log("Begin State Active."); BattleSystem.Interface.SetCurrentPlayer(BattleSystem.CurrentPlayer); BattleSystem.Interface.UpdateTurnText(BattleSystem.CurrentTurn); yield return(new WaitForSeconds(1f)); BattleSystem.SetState(new PlayerTurn(BattleSystem)); }
public override IEnumerator Start() { Debug.Log("Move State Active."); BattleSystem.UnitInterface.SetActive(false); if (!BattleSystem.SelectedUnit.CanMove()) { Debug.Log("Unit can't move this turn."); BattleSystem.SetState(new PlayerTurn(BattleSystem)); } yield return(new WaitForSeconds(0f)); }
public override IEnumerator Fortify(Tile tile) { yield return(new WaitForSeconds(0f)); BattleSystem.SetState(new Fortify(BattleSystem)); }
public virtual IEnumerator Player() { yield return(new WaitForSeconds(0f)); BattleSystem.SetState(new PlayerTurn(BattleSystem)); }
public override IEnumerator Unit() { yield return(new WaitForSeconds(0f)); BattleSystem.SetState(new SelectedUnit(BattleSystem)); }
public override IEnumerator Building() { BattleSystem.SetState(new SelectedBuilding(BattleSystem)); yield return(new WaitForSeconds(0f)); }