public void EndTurn() { if (CorrectUnit != null) { CorrectUnit.unit.EndingTurn(); CorrectUnit.unit.TimeReusePerc--; } TurnNum++; ClearGrid(); if (!correctUnitturn().unit.Alive) { EndTurn(); } IsLock = false; CorrectUnit = correctUnitturn(); GetUnitInfo(); if (CorrectUnit.Controlled) { CameraFollow.transform.position = new Vector3(CorrectUnit.transform.position.x + Camera.main.transform.position.y / 1.5f, 0, CorrectUnit.transform.position.z - Camera.main.transform.position.y / 1.5f) + new Vector3(0, Camera.main.transform.position.y, 0); } MarcerCorrectUnit.transform.position = CorrectUnit.transform.position - Vector3.right * .25f + Vector3.forward * .1f; MarcerCorrectUnit.transform.parent = CorrectUnit.transform; CorrectUnit.unit.DamageSystem.CheckEffect(); TurnMode = EnumTurnMode._noneMode; }
void GetAttack() { if (ZoneMarced.Count == 0) { ZoneMarced = CurrentUnit.Weapon.FireableZone(); foreach (var item in ZoneMarced) { item.SetColor(Color.red); if (item.Unit != null) { item.SetColor(Color.yellow); } ColoredMarcer.Add(item); } } var node = Node.GetNode; if (ZoneMarced.Contains(node) && node.Unit != null) { CurrentUnit.ShootToNode(node); TurnMode = EnumTurnMode._noneMode; } }
public void SetTurnMode(EnumTurnMode mode) { CleanGrid(); if (TurnMode == mode) { TurnMode = EnumTurnMode._noneMode; } else { TurnMode = mode; } }
public void SetTurnMode(int num) { ClearGrid(); CorrectUnit.unit.PercSystem.Reset(); switch (num) { case 0: if (TurnMode == EnumTurnMode._moveMode) { TurnMode = EnumTurnMode._noneMode; break; } TurnMode = EnumTurnMode._moveMode; break; case 1: if (TurnMode == EnumTurnMode._attackMode) { TurnMode = EnumTurnMode._noneMode; break; } if (CorrectUnit.weapon.Ammo > 0) { TurnMode = EnumTurnMode._attackMode; } else { ShowInfoText("No ammo", Color.white, CorrectUnit.transform.position); TurnMode = EnumTurnMode._noneMode; } break; case 2: if (TurnMode == EnumTurnMode._percMode) { TurnMode = EnumTurnMode._noneMode; break; } TurnMode = EnumTurnMode._percMode; break; default: TurnMode = EnumTurnMode._noneMode; break; } }