void OnStartNewTurn(GameControllerFsm.Events.BeginCommandSelectionState @event) { foreach (CommandPointFsm point in availableCommandPoints) { GameObject.Destroy(point.gameObject); } availableCommandPoints.Clear(); hasGeneratedThisTurn = false; GenerateCommandPoints(); }
void OnNewTurn(GameControllerFsm.Events.BeginCommandSelectionState @event) { FindTarget(); TileWithFacing startVec = new TileWithFacing() { position = myGamePiece.currentTile, facing = myGamePiece.currentTileFacing }; TileCoords missileOkayZone = startVec.Traverse(HexDirection.Forward, myGamePiece.shipTemplete.missileTemplate.TopSpeed).position; if (HexMapHelper.CrowFlyDistance(missileOkayZone, myGamePiece.currentLevel, currentTarget.currentTile, currentTarget.currentLevel) < 4f) { myGamePiece.QueueMissile(true); } }
void OnNewTurn(GameControllerFsm.Events.BeginCommandSelectionState @event) { toggleButton.isOn = false; UpdateMissileCountText(); if (playerGamePiece.CanFireMissile()) { toggleButton.interactable = true; toggleButton.GetComponentInChildren <Text>().text = "Fire Missile"; } else { toggleButton.interactable = false; toggleButton.GetComponentInChildren <Text>().text = "Reloading"; } }
void OnPlanModeStart(GameControllerFsm.Events.BeginCommandSelectionState @event) { SwapState <SimulatingState>(); }
void OnNewTurn(GameControllerFsm.Events.BeginCommandSelectionState @event) { FindTarget(); }
void OnStartTurn(GameControllerFsm.Events.BeginCommandSelectionState @event) { ResetToGamePiecePosition(); }