Пример #1
0
    /*
     * Function will be called after a player arrives to his destination.
     * Set this player's PlayerMovement to disabled, and as described in the usage section
     * of that script.
     */
    private void OnPlayerArrived(EventInfo eventInfo)
    {
        AbstractTile currentTile = currentPlayer.GetCurrentTile();
        // convert tile to interface, to use each tile's type's specific functions
        ITile currentTileInterface = currentTile as ITile;

        currentPlayer.playerMovement.enabled = false;
        if (!currentTile.tileHasOwner())
        {
            // prompt player to pay
            if (currentTile.GetTILE_TYPE() != TILE_TYPE.EMPTY)
            {
                currentTileInterface.prompyBuyLocation();
                GUImanager.EnableButton(BUTTON_TYPE.BUY);
            }
        }
        else
        {
            if (currentTile.tileHasItem())
            {
                currentTile.buyItem(currentPlayer);
            }
            // if tile has an item, player is forced to buy item if he has enough money
            // GUImanager.promptTileBuy(currentPlayer.GetCurrentTile().getTileCard());
        }
        GUImanager.EnableButton(BUTTON_TYPE.END_TURN);
    }
Пример #2
0
 private void fillTileItem(AbstractTile tile)
 {
     if (tile.tileHasItem())
     {
         ITEM item     = tile.getItemType();
         int  capacity = playerProject.getItemCapacity(item);
         for (int i = 0; i < capacity; i++)
         {
             addItem(item);
         }
         if (itemIsOwned(item))
         {
             playerInventory[item] = -1;
         }
         else
         {
             playerInventory.Add(item, -1);
         }
     }
 }