예제 #1
0
        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));
        }
예제 #2
0
        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));
        }
예제 #3
0
        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));
        }
예제 #4
0
파일: SelectedUnit.cs 프로젝트: noesmos/BF2
        public override IEnumerator Fortify(Tile tile)
        {
            yield return(new WaitForSeconds(0f));

            BattleSystem.SetState(new Fortify(BattleSystem));
        }
예제 #5
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        public virtual IEnumerator Player()
        {
            yield return(new WaitForSeconds(0f));

            BattleSystem.SetState(new PlayerTurn(BattleSystem));
        }
예제 #6
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파일: PlayerTurn.cs 프로젝트: noesmos/BF2
        public override IEnumerator Unit()
        {
            yield return(new WaitForSeconds(0f));

            BattleSystem.SetState(new SelectedUnit(BattleSystem));
        }
예제 #7
0
        public override IEnumerator Building()
        {
            BattleSystem.SetState(new SelectedBuilding(BattleSystem));

            yield return(new WaitForSeconds(0f));
        }