private void move_end () { nowStep = new StepStat (); nowStep.withLocation (landing_property); nowStep.withPlayer (gameEngine.Instance.CurrentPlayer ()); if (coming_steps > 0) { if (nowStep.station_event_trigger) { station_event (); } else { trigger_next_move (); } } else { if (_brain == Brain.HUMAN) { endEventHuman (); } else if (_brain == Brain.AI) { endEventAi (); } simple_ship_drive drive = character_stage.GetComponent<simple_ship_drive> (); if (drive != null) { drive.WaterAnimation (false); } } }
public void eventStepTrigger (int instanceID, int stopID, string message) { Property landing = component_pathScanner.getbyIdProp (stopID); nowStep = new StepStat (); nowStep.withLocation (landing); nowStep.withPlayer (currentplayer); //StartCoroutine(eventStepTriggerTime(nowStep)); if (message.Equals ("complete_location_from_forward")) { StartCoroutine (eventStepTriggerTimeEnd (nowStep)); //nowStep.thinkTitle (gameEngine.Instance.CurrentPlayer ()); Debug.Log (message); } else if (message.Equals ("arrive_at_location_jit")) { //we work on this later //nowStep = new StepStat (); //nowStep.think (landing); //nowStep.thinkTitle (currentplayer); //if (nowStep.station_event_trigger) { //station_event (); //} else { //trigger_next_move (); //} Debug.Log (message); } }