public void nextTurn() { activePlayer = manager.NextEntity().GetComponent <BrainManager>(); text.text = "Current Player: " + activePlayer.GetName(); activePlayer.isMyTurn = true; // Reset Turn Behaviors activePlayer.GetComponent <UniqueCreature>().movementLeft = activePlayer.GetComponent <UniqueCreature>().stats.movement; activePlayer.GetComponent <UniqueCreature>().action = true; }
void Start() { winCanvas.enabled = false; loseCanvas.enabled = false; manager = new TurnOrderController(units.ToArray());//, new RandomShuffler<GameObject>()); activePlayer = manager.NextEntity().GetComponent <BrainManager>(); text.text = "Current Player: " + activePlayer.GetName(); activePlayer.isMyTurn = true; // Reset Turn Behaviors activePlayer.GetComponent <UniqueCreature>().movementLeft = activePlayer.GetComponent <UniqueCreature>().stats.movement; activePlayer.GetComponent <UniqueCreature>().action = true; }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { brain = animator.GetComponent <BrainManager>(); brain.indicatorRend.enabled = true; creature = animator.GetComponent <UniqueCreature>(); brain.outline.enabled = true; ms = animator.GetComponent <MovementSystem>(); ms.finishedMoving = true; List <Ability> abilityList = brain.GetComponent <UnitAbilitiesContainer>().abilities; abilityCanvas = brain.manager.hotbar; abilitySelector = abilityCanvas.GetComponent <AbilitySelector>(); abilitySelector.abilityList = abilityList; abilitySelector.setAbilityList = true; abilitySelector.SelectedAbilityButton(-1); abilityButtons = abilitySelector.AbilityButtons; for (int i = 0; i < abilityButtons.Length; i++) { if (i < abilityList.Count) { abilityButtons[i].GetComponent <Button>().interactable = true; abilityButtons[i].GetComponent <AbilityButtonHighlight>().isEnabled = true; abilityButtons[i].GetComponent <AbilityButtonHighlight>().ability = abilityList[i]; } else { abilityButtons[i].GetComponent <Button>().interactable = false; abilityButtons[i].GetComponent <AbilityButtonHighlight>().isEnabled = false; } } possible = ms.GetPossible(creature.movementLeft); }
public void Move(Tile tile, bool displayPath) { int left = brain.GetComponent <UniqueCreature>().movementLeft; List <Tile> path = star.FindPath(tile, grid, this); if (path.Count > left) { path = path.GetRange(path.Count - left - 1, left + 1); } if (displayPath) { lr.enabled = true; show.Display(lr, path); } brain.GetComponent <UniqueCreature>().movementLeft -= (path.Count - 1); FollowPath(path); }