Пример #1
0
    private void spell()
    {
        this.waitingForSelection = true;
        Selector selector = Selector.Create(Game.current.spells.Cast <IConsumable>().ToList());

        StartCoroutine(AsyncHelper.WaitFor(() => selector.selectionEnded, () => {
            Spell s = selector.selected as Spell;
            Destroy(selector.gameObject);

            List <BattleCharacter> options;

            if (selector.selected.getType() == "health")
            {
                options = BattleQueue.alivePlayers();
            }
            else
            {
                options = BattleQueue.aliveEnemies();
            }

            CharacterSelector.SelectOne(options);
            StartCoroutine(AsyncHelper.WaitFor(() => CharacterSelector.selectionConfirmed, () => {
                castSpell(s, CharacterSelector.selected);
                CharacterSelector.Reset();
                this.waitingForSelection = false;
            }));
        }));
    }
Пример #2
0
 private void attack()
 {
     this.waitingForSelection = true;
     CharacterSelector.SelectOne(BattleQueue.enemySquad.aliveCharacters());
     StartCoroutine(AsyncHelper.WaitFor(() => CharacterSelector.selectionConfirmed, () => {
         attack(CharacterSelector.selected);
         CharacterSelector.Reset();
         this.waitingForSelection = false;
     }));
 }
Пример #3
0
    protected override void HandleTurnChanged(TurnTypes.Turn turn)
    {
        var isPlayerTurn = turn == TurnTypes.Turn.Player;

        _spriteController.SetIsSelectable(isPlayerTurn);
        _unitSelector.IsSelectable = isPlayerTurn;
        UnitMovement.SetCanMove(isPlayerTurn);

        if (!isPlayerTurn)
        {
            _isSelected = false;
            _unitSelector.Reset();
        }
    }