public void Enter(Player player) { Debug.Log(player.name + " entering move state"); LoadPlayersFogOfWar(player); var mouseUI = player.mouseUI.GetComponent <MouseUI>(); _mouse.Clear(mouseUI); drewMouseSuggestions = false; _gameMap.CheckAndHideGameEntities(player); _playerFogOfWar.ChangeFogOfWar(player, player.revealAlphaLevel); _playerFogOfWar.RevealPlayersRefineries(player); }
void Update() { if (!moneySpawned) { if (gameSceneManager.numberOfTurns >= modifiedRespawnTime) { moneySpawned = true; var gameObj = GameObject.Find("Game"); var moneyObj = Instantiate(money, transform.position, transform.rotation, gameObj.transform); moneyObj.GetComponent <Money>().spawner = this.gameObject; var player = _turn.CurrentPlayer(); _gameMap.CheckAndHideGameEntities(player); } } }
public IEnumerator Move(Player player) { PlayMoveSoundEffect(); var mouseUI = player.mouseUI.GetComponent <MouseUI>(); _mouse.Clear(mouseUI); _playerFogOfWar.ChangeFogOfWar(player, player.visitedAlphaLevel); _playerFogOfWar.RevealPlayersRefineries(player); player._isMoving = true; var startPos = player.transform.position; var t = 0f; var endPos = new Vector3(GetMousePos(player).x, GetMousePos(player).y, startPos.z); while (player.transform.position != endPos) { t += Time.deltaTime * player.moveSpeed; player.transform.position = Vector3.Lerp(startPos, endPos, t); yield return(null); } _playerFogOfWar.ChangeFogOfWar(player, player.revealAlphaLevel); player._isMoving = false; AddAllTilesOf(player); _playerMoney.CheckIfOnMoney(player); _gameMap.CheckAndHideGameEntities(player); // check if more moves are available if (_gameSceneManager.numberOfMoves > 0) { _mouse.DrawMoveSuggestions(player); } yield return(0); }
public void Exit(Player player) { _gameMap.CheckAndHideGameEntities(player); _playerFogOfWar.ChangeFogOfWar(player, player.revealAlphaLevel); _playerFogOfWar.RevealPlayersRefineries(player); }