Пример #1
0
 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;
 }
Пример #2
0
    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;
        }
    }
Пример #3
0
 public void SetTurnMode(EnumTurnMode mode)
 {
     CleanGrid();
     if (TurnMode == mode)
     {
         TurnMode = EnumTurnMode._noneMode;
     }
     else
     {
         TurnMode = mode;
     }
 }
Пример #4
0
    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;
        }
    }