void Awake() { if (_instance == null) { _instance = this; DontDestroyOnLoad(gameObject); } else if (_instance != this) { Destroy(gameObject); } }
void RegisterPathStart(Tile tile) { if (!Military.HasAnyAvailableUnit(tile, Game.activeUserID)) { path.Clear(); } else { path.Clear(); path.Enqueue(tile); lastItem = tile; secondLastItem = null; } }
public static void Initiative(Data.Participant participant) { var domain = Game.Map.Domain(participant.ID); Debug.Log(string.Format("Participant {0} ({1}) has {2} regions", participant.name, participant.ID, domain.Count)); for (int i = 0, l = domain.Count; i < l; i++) { SetNewPopulation(domain[i].demographics); var tax = Tax(domain[i].demographics); if (tax > 0) { Military.Construct(participant, domain[i], Data.MilitaryUnitType.Fodder, tax); } SetCivilianState(domain[i].demographics, tax); } Game.Step(); }
void enactStep() { var participant = participants[gameState.activeParticipant]; Debug.Log("Enacting turn: " + participant.turn); switch (participant.turn) { case PlayerTurn.CivilSociety: CivilSociety.Initiative(participant); break; case PlayerTurn.Leader: Leader.Initiative(participant.leaderData); break; case PlayerTurn.MilitaryConstruction: Military.BuildUnits(participant); break; case PlayerTurn.MilitaryOrders: ParticipantController.CollectOrders(participant); break; case PlayerTurn.MilitaryActions: StartCoroutine(OrderLog.ExecuteOrders()); //OrderLog.ClearAllOrders(); //Game.Step(); break; default: Debug.LogError(string.Format("Requesting to enact {0} on {1} which is not possible", participant.turn, participant.name)); Game.Step(); break; } }