Пример #1
0
 private void TurnEvent(TurnManager.TurnState a_newState, int a_turnNumber)
 {
     if (a_newState == TurnManager.TurnState.start)
     {
         battleUI.FadeIn(UnlockUI);
     }
     else if (a_newState == TurnManager.TurnState.end)
     {
         battleUI.FadeOut();
     }
 }
Пример #2
0
    private void StartSpawningEvent(TurnManager.TurnState a_newState, int a_turnNumber)
    {
        if (doneSpawning)
        {
            Destroy(this);
            return;
        }

        if (a_newState == TurnManager.TurnState.spawning && a_turnNumber == turnToSpawn && index == turnController.BattleID)
        {
            StartCoroutine(SpawnAndMove());
        }
    }
Пример #3
0
    private void TurnEvent(TurnManager.TurnState a_newState, int a_turnNumber)
    {
        // Check if it is the AI's turn
        if (a_newState == TurnManager.TurnState.start)
        {
            // Refresh all units
            foreach (Unit unit in agents)
            {
                unit.Refresh();
            }

            StartCoroutine(DoTurn());
        }
    }
Пример #4
0
 private void HighlightTilesEvent(TurnManager.TurnState a_newState, int a_turnNumber)
 {
     if (a_turnNumber == turnToSpawn && index == turnController.BattleID)
     {
         if (a_newState == TurnManager.TurnState.start)
         {
             hexHighlighter.HighLightArea(new List <Hex> {
                 targetHex == null ? currentHex : targetHex
             }, Color.red, Color.red, this, null, HighlightType.EXCLAMATION);
         }
         if (a_newState == TurnManager.TurnState.end)
         {
             hexHighlighter.RemoveHighlights(this);
         }
     }
 }
Пример #5
0
    // Called when the player's turn state changes
    private void TurnEvent(TurnManager.TurnState a_newState, int a_turnNumber)
    {
        if (a_newState == TurnManager.TurnState.start)
        {
            enemiesAlive = AI_controller.Agents;

            // Re-spawn at checkpoint if both are dead
            if (lightningDead && earthDead)
            {
                Manager.instance.CheckPointController.ResetToLastCheckPoint();
                return;
            }

            myTurn      = true;
            canInteract = true;

            if (!earthDead)
            {
                earthUnit.Refresh();
            }
            if (!lightningDead)
            {
                lightningUnit.Refresh();
            }

            if (selectedUnit != null && !selectedUnit.IsDead)
            {
                SelectUnit(selectedUnit);
            }
            else if (!earthDead)
            {
                SelectUnit(earthUnit);
            }
            else
            {
                SelectUnit(lightningUnit);
            }
        }
        else if (a_newState == TurnManager.TurnState.end)
        {
            myTurn      = false;
            canInteract = false;
            RemoveHighlightedTiles();

            DeselectUnit();
        }
    }