private void Awake() { m = this; }
public override IEnumerator FlagUpdate() { m = this; turnDone = false; NullifyUnits(); for (int i = 0; i < units.Count; i++) { units[i].ResetActions(); } while (true) { if (units.Count == 0) { Debug.Log("No units left for player."); break; } if (NoActionsLeft()) { break; } if (Input.GetKeyDown(KeyCode.Escape)) { break; } slot = SelectionManager.GetMouseAsSlot2D(); if (slot == null) { yield return(null); continue; } unit = slot.filledBy; if (unit == null) { unit = SelectionManager.GetMouseAsUnit2D(); } // -- Map changes for selected player unit -- Unit.activeUnit = null; if (curPlayerUnit && curPlayerUnit.HasActions) { Unit.activeUnit = curPlayerUnit; curMask = curPlayerUnit.abilities.BasicMask; //RemaskActive(3); if (!unit) // can move // RemaskUnit(1); { } else if (unit.flag.allianceId == 0) // player, can select // RemaskUnit(3); { } else if (unit.flag.allianceId != 0) // enemy, maybe can attack //RemaskUnit(2); { } } // -- end map changes bool selectionChanged = false; bool mousePress = Input.GetKeyDown(KeyCode.Mouse0); bool selectedPlayerUnit = unit && unit.flag.allianceId == 0; // -- Input -- // For player units, just select it. For enemy, attack them if player unit is selected. if (mousePress && selectedPlayerUnit && unit != curPlayerUnit) { selectionChanged = true; DeselectUnit(); if (selectedPlayerUnit && unit.HasActions) { curPlayerUnit = unit; } if (curPlayerUnit) { PlayerUIAbilityList.AssignAbilitiesToUI(curPlayerUnit.abilities); } } if (curPlayerUnit) { curMask = curPlayerUnit.pathing.moveMask; RemaskActive(3); curMask = curPlayerUnit.abilities.BasicMask; RemaskActive(2); RemaskUnit(1); } // move if (Input.GetKeyDown(KeyCode.Mouse1) && !RunningAbility) { selectionChanged = true; // if unit is already selected, move to that slot if (slot && slot.Walkable && curPlayerUnit && curPlayerUnit.CanMoveTo(slot)) { curMask = curPlayerUnit.abilities.BasicMask; curMask = curPlayerUnit.pathing.moveMask; RemaskActive(0); curMask = curPlayerUnit.abilities.BasicMask; RemaskActive(0); RemaskUnit(0); curPlayerUnit.MoveAction(slot); yield return(null); } } // attack if (!RunningAbility && mousePress && !selectedPlayerUnit && curPlayerUnit && curPlayerUnit.CanAttack) // unit = enemy unit { if (GridManager.IsUnitInAttackRange(curPlayerUnit, unit, curPlayerUnit.abilities.BasicAttack)) { bool aimSuccesful = true;// by default, always hit, if weapon doesn't use cone ability. if (curPlayerUnit.equippedWeapon && curPlayerUnit.equippedWeapon.conePref) { yield return(curPlayerUnit.StartCoroutine(WeaponFireMode.WaitPlayerToSetAim(curPlayerUnit, unit, curPlayerUnit.equippedWeapon.conePref, curPlayerUnit.equippedWeapon.StandardAttack.attackMask.Range))); aimSuccesful = CheckIfEnemyHit(unit); } if (aimSuccesful) { curPlayerUnit.AttackAction(slot, unit, curPlayerUnit.abilities.BasicAttack); curMask = curPlayerUnit.abilities.BasicMask; curMask = curPlayerUnit.pathing.moveMask; RemaskActive(0); curMask = curPlayerUnit.abilities.BasicMask; RemaskActive(0); RemaskUnit(0); } } yield return(null); } // Reload env interaction buttons when player is selected. if (selectionChanged) { if (curPlayerUnit) { UIInteractionController.ShowEnvInteractions(curPlayerUnit); } else { UIInteractionController.ClearEnvInteractions(); } } UIManager.PlayerStandardUi(!curPlayerUnit); UIManager.PlayerSelectAllyUnitUi(curPlayerUnit); // map decolor when unit run out of actions. if (curPlayerUnit && curPlayerUnit.NoActions) { DeselectUnit(); UIInteractionController.ClearEnvInteractions(); } yield return(null); if (slot && curPlayerUnit) { slot.RecolorSlot(0); } NullifyUnits(); } // Wait until all actions are complete for (int i = 0; i < units.Count; i++) { units[i].curSlot.RecolorSlot(0); while (units[i].moving) { yield return(null); } } turnDone = true; yield return(null); }