Пример #1
0
 //unit action depleted event handler
 //called when a unit has used all it's action
 public void UnitActionDepleted()
 {
     if (instance.turnMode == _TurnMode.FactionAllUnitPerTurn)
     {
         //if it's player faction and there are unmoved unit within the faction
         if (playerFactionTurnID.Contains(turnID) && !UnitControl.AllUnitInFactionMoved(turnID))
         {
             UnitControl.SwitchToNextUnit();
         }
         return;
     }
     OnEndTurn();
 }
Пример #2
0
    IEnumerator _OnEndTurn()
    {
        yield return(null);

        if (GetMoveOrder() == _MoveOrder.Free)
        {
            unitSwitchingLocked = false;
        }

        if (instance.turnMode == _TurnMode.FactionAllUnitPerTurn)
        {
            if (GetMoveOrder() == _MoveOrder.Free)
            {
                MoveToNextTurn();
            }
            else
            {
                if (!UnitControl.AllUnitInFactionMoved(turnID))
                {
                    UnitControl.OnNextUnit();
                }
                else
                {
                    MoveToNextTurn();
                }
            }
        }
        else if (instance.turnMode == _TurnMode.FactionSingleUnitPerTurnSingle)
        {
            MoveToNextTurn();
        }
        else if (instance.turnMode == _TurnMode.FactionSingleUnitPerTurnAll)
        {
            if (UnitControl.AllUnitInAllFactionMoved())
            {
                GridManager.Deselect();
                ResetTurnID();
                OnNewRound();
            }
            else
            {
                //first check if all the unit has been moved, if yes, switch to next faction
                NextTurnID();   if (turnID >= totalFactionInGame)
                {
                    turnID = 0;
                }
                int counter = 0;
                while (UnitControl.AllUnitInFactionMoved(turnID))
                {
                    NextTurnID();   if (turnID >= totalFactionInGame)
                    {
                        turnID = 0;
                    }
                    //if all the faction has been looped through
                    if ((counter += 1) > totalFactionInGame)
                    {
                        Debug.Log("error, no available faction");
                        //return;
                        yield break;
                    }
                }
                //UnitControl.OnNextUnit();
                instance.StartCoroutine(instance.OnNextTurn());
            }
        }
        else if (instance.turnMode == _TurnMode.SingleUnitPerTurn)
        {
            instance.StartCoroutine(instance.OnNextTurn());
        }
        else if (instance.turnMode == _TurnMode.SingleUnitRealTime || instance.turnMode == _TurnMode.SingleUnitRealTimeNoRound)
        {
            instance.StartCoroutine(instance.OnNextTurn());
        }
    }