void OnGUI() { // Display for Whose turn it is and what the turn count is GUI.Box(new Rect(Screen.width * 0.0f, Screen.height * 0.85f, 190, 100), ("Turn: " + WhoseTurn() + "\n" + "Turn #: " + TurnCount()), style); // Button for Menu if (GUI.Button(new Rect(Screen.width * 0f, Screen.height * 0f, 100, 30), "Menu")) { if (isEnabled) { isEnabled = false; } else { isEnabled = true; } } // Toggle Menu Group if (isEnabled) { // Menu Group GUI.BeginGroup(new Rect(Screen.width * 0f, Screen.height * 0.05f, 100, 250)); // Save button if (GUI.Button(new Rect(0, 10, 90, 30), "Save")) { Debug.Log("Save Button, not implemented."); } // Load button if (GUI.Button(new Rect(0, 50, 90, 30), "Load")) { Debug.Log("Load Button, not implemented."); } // Exit button if (GUI.Button(new Rect(0, 90, 90, 30), "Exit")) { Application.LoadLevel("MainMenuGUITest"); } // End Main Menu Group GUI.EndGroup(); } if (GUI.Button(new Rect(Screen.width * 0f, Screen.height * 0.75f, 100, 50), "End Turn")) { if (gameController.AllowPlayerControlledEnemies || gameController.currentTurn == GameControllerBehaviour.UnitSide.player) { gameController.EndTurn(); } } }
/// <summary> /// Iterates over the enemy's squads and selects the first active squad capable of moving. /// If all squads have moved, the turn is ended. /// </summary> public void UpdateState_PickingSquad() { foreach (ActorBehavior actor in gameController.enemyTeam) { if (!actor.actorHasMovedThisTurn) { selectedActor = actor; State = AIState.DetermineMovePoint; setCameraTarget(selectedActor.gameObject); return; } } State = AIState.WaitingForPlayer; setCameraTarget(null); gameController.EndTurn(); }