Пример #1
0
    public void HighlightEnemy(GameObject _pawnToHighlight)
    {
        GameIteration currentTurn = GameTurnManager.GetInstance().m_CurrentIteration;

        HighlightEnemyFromGameTurn(_pawnToHighlight, currentTurn, 0);

        int offset = currentTurn.GetCount();// -GameTurnManager.GetInstance().m_CurrentTurnIdInCurrentIteration;

        foreach (GameIteration turn in GameTurnManager.GetInstance().m_NextIterations)
        {
            HighlightEnemyFromGameTurn(_pawnToHighlight, turn, offset);
            offset += turn.GetCount();
        }
    }
Пример #2
0
 private void HighlightEnemyFromGameTurn(GameObject _pawnToHighlight, GameIteration _turn, int _offset)
 {
     for (int i = 0; i < _turn.GetCount(); ++i)
     {
         GameObject obj = _turn.GetPawn(i);
         if (obj == _pawnToHighlight)
         {
             int id = i + _offset;
             if (id < m_HistoryTurnImages.Length && id > 0)
             {
                 Animator anim = m_HistoryTurnImages[id].GetComponentInChildren <Animator>();
                 anim.SetTrigger(m_TriggerHighlight);
                 m_HighlightedTurnItem.Add(m_HistoryTurnImages[id]);
             }
         }
     }
 }
Пример #3
0
    public void UpdateTurnHistory(GameTurnManager _manager)
    {
        int historyCount = m_HistoryTurnImages.Length;

        //Set the current turn
        GameIteration currentTurn   = _manager.m_CurrentIteration;
        int           currentTurnId = 0;

        for (int i = 0; i < currentTurn.GetCount(); ++i)
        {
            GameObject pawnGameObject = currentTurn.GetPawn(i);
            if (currentTurnId >= historyCount)
            {
                return;
            }

            SetHistorySprite(currentTurnId, pawnGameObject);
            ++currentTurnId;
        }

        //Set the prediction turn
        foreach (GameIteration turnPrediction in _manager.m_NextIterations)
        {
            for (int i = 0; i < turnPrediction.GetCount(); ++i)
            {
                GameObject pawnGameObject = turnPrediction.GetPawn(i);
                if (currentTurnId >= historyCount)
                {
                    return;
                }

                SetHistorySprite(currentTurnId, pawnGameObject);
                ++currentTurnId;
            }
        }

        //Leave blank space at the end.
        while (currentTurnId < historyCount)
        {
            SetHistorySpriteToNull(currentTurnId);
            ++currentTurnId;
        }
    }