void Update() { if (state != eState.GAME) { //turnDisplay.SetActive(false); forceOnce = false; } //Game is running if (state == eState.GAME) { if (nationController == null) { nationController = menuController.nationController; if (nationController == menuController.nationController && menuController.nationController != null) { forceOnce = true; } } if (forceOnce == true) { GameSession(); forceOnce = false; } } }
private void Start() { gameController = GameObject.Find("Controllers").GetComponent <GameController>(); eventSystem = GameObject.Find("Systems").GetComponent <EventSystems>(); menuController = GameObject.Find("Controllers").GetComponent <MenuController>(); nationController = GameObject.Find("Systems").GetComponent <NationController>(); menuController.topUI.SetActive(true); if (GameObject.Find("Date") != null) { text = GameObject.Find("Date").GetComponent <TextMeshProUGUI>(); } Money = GameObject.Find("Money"); Manpower = GameObject.Find("Manpower"); Prestiege = GameObject.Find("Prestiege"); MilitarySupplies = GameObject.Find("Military Supplies"); CivilianSupplies = GameObject.Find("Civilian Supplies"); BuildingSupplies = GameObject.Find("Building Supplies"); menuController.topUI.SetActive(false); eventSystem.Welcome(); updateText(); menuController.topUI.SetActive(false); menuController.calandar.SetActive(false); menuController.flagStuff.SetActive(false); menuController.timeScaler.SetActive(false); }
public NationController CreateNationController(String userId) { NationController controller = new NationController(AzureNationRepository, AzureSessionRepository); controller.ControllerContext.RequestContext.Principal = controller.ControllerContext.RequestContext.Principal = UserRepository.GetPrincipal(userId); return(controller); }
internal static async Task RandomlyDeployReinforcements(GameController game, NationController nations, WorldController world, RegionController regions, Guid sessionId, String ownerId) { Random rand = new Random(); ISession session = await game.GetSession(sessionId); // Get owned regions IEnumerable <Guid> ownedRegions = await GetCurrentlyOwnedRegions(world, sessionId, ownerId); // Get number of available troops UInt32 numberOfAvailableTroops = await nations.GetReinforcements(sessionId); Assert.AreNotEqual(0U, numberOfAvailableTroops); // Distribute troops over available regions Dictionary <Guid, UInt32> regionsToReinforce = new Dictionary <Guid, UInt32>(); while (numberOfAvailableTroops > 0 && ownedRegions.Count() > 0) { int index = rand.Next(0, ownedRegions.Count()); Guid targetRegion = ownedRegions.ElementAt(index); if (regionsToReinforce.ContainsKey(targetRegion)) { regionsToReinforce[targetRegion] += 1; } else { regionsToReinforce.Add(targetRegion, 1); } numberOfAvailableTroops -= 1; } // Perform the deployment foreach (var pair in regionsToReinforce) { await regions.PostDeployTroops(sessionId, pair.Key, pair.Value); } // End deployment await game.PostEndPhase(session.GameId, session.PhaseId); }
public IEnumerator BuildRegiment(ArmyController army, NationController nation) { var day = TimeController.Instance.Date; if (nation.ResourceManagement.Manpower < Constants.RegimentTroops || nation.ResourceManagement.Gold < Constants.RegimentCost) { yield break; } nation.ResourceManagement.Manpower -= Constants.RegimentTroops; nation.ResourceManagement.Gold -= Constants.RegimentCost; while (!TimeController.Instance.Date.Equals(day.AddDays(Constants.RegimentBuildTime))) { yield return(null); } army.Regiments++; army.troops += Constants.RegimentTroops; army.RestoreStrength(); }