// This is called when a player hits the "End Turn" button: public static void ChangeTurn(playerTypes type) { if (type == playerTypes.AI) { if (allowIncreasingEnergy) { V_PlayerHandler.AddEnergy(iEnergy); } // Draw 1 free card if Hand Zone is'nt full: if (handZone.transform.childCount < 4) { V_PlayerHandler player = GameObject.FindGameObjectWithTag("PlayerHandler").GetComponent <V_PlayerHandler> (); player.DrawOneCard(); } // allowIncreasingEnergy = true; playerTurn = playerTypes.Us; V_GameManager gm = GameObject.FindGameObjectWithTag("GameController").GetComponent <V_GameManager> (); gm.endTurnBTN.SetActive(true); gm.DrawBTN.SetActive(true); GameObject[] obj = GameObject.FindGameObjectsWithTag("PlayerOwned"); foreach (GameObject o in obj) { o.GetComponent <V_CardActions> ().isUsed = false; } } else if (type == playerTypes.Us) { if (allowIncreasingEnergy) { V_AI.EffectAddEnergy(iEnergy); } allowIncreasingEnergy = true; playerTurn = playerTypes.AI; GameObject[] obj = GameObject.FindGameObjectsWithTag("AIOwned"); foreach (GameObject o in obj) { o.GetComponent <V_CardActions> ().isUsed = false; } } turn++; }
/// <summary> /// Add increase the energy of the AI! /// </summary> /// <param name="value">Value.</param> public static void EffectAddEnergy(int value) { V_AI.EffectAddEnergy(value); }