private void SetToState(PlayerFaction.CommandState newState) { _currentState = newState; if (newState == PlayerFaction.CommandState.Advance) SetToRetreat(); else if (newState == PlayerFaction.CommandState.Retreat) SetToAdvance(); }
private void Awake() { Globals.gameController = this; #region SetupAndroidScreen if (Screen.orientation == ScreenOrientation.Portrait || Screen.orientation == ScreenOrientation.PortraitUpsideDown) Screen.orientation = ScreenOrientation.Landscape; Screen.orientation = ScreenOrientation.AutoRotation; Screen.autorotateToLandscapeLeft = true; Screen.autorotateToLandscapeRight = true; Screen.autorotateToPortrait = false; Screen.autorotateToPortraitUpsideDown = false; Screen.orientation = ScreenOrientation.AutoRotation; #endregion { var playerFaction = new PlayerFaction("Player Army") { controlType = ControlType.Player, teamColor = Color.cyan }; var civilianFaction = new Faction("The Farmers") { controlType = ControlType.Civilian, teamColor = Color.green }; var defenderFaction = new Faction("The Royal Army") { controlType = ControlType.King, teamColor = Color.yellow }; playerFaction.DefineRelationshipTo(civilianFaction, RelationType.Prey); playerFaction.DefineRelationshipTo(defenderFaction, RelationType.Hostile); civilianFaction.DefineRelationshipTo(playerFaction, RelationType.Unknown); civilianFaction.DefineRelationshipTo(defenderFaction, RelationType.Friendly); defenderFaction.DefineRelationshipTo(playerFaction, RelationType.Hostile); defenderFaction.DefineRelationshipTo(civilianFaction, RelationType.Neutral); factions.Add(playerFaction); factions.Add(civilianFaction); factions.Add(defenderFaction); #if UNITY_EDITOR foreach (var faction in factions) { if (faction != playerFaction) Assert.IsTrue(playerFaction.relationships.ContainsKey(faction)); if (faction != civilianFaction) Assert.IsTrue(civilianFaction.relationships.ContainsKey(faction)); if (faction != defenderFaction) Assert.IsTrue(defenderFaction.relationships.ContainsKey(faction)); } #endif localPlayerFaction = playerFaction; localPlayerFaction.availableUnits = availablePlayerUnits; Globals.playerFaction = playerFaction; } }