/// <summary> /// starts the next enemies turn /// if all enemies have had their turn, switches to the player phase /// </summary> public void enemyTurn() { if (currentActiveUnits.Count > 0) { Unit currentUnit = currentActiveUnits.Dequeue(); enemyTakeTurn(currentUnit); } else { switchTurn.Invoke(true); } }
private IEnumerator displayUICor(string displayText, bool playerTurn, float length, turnAction startTurn) { text.gameObject.SetActive(true); background.gameObject.SetActive(true); text.text = displayText; background.color = playerTurn ? this.playerColor : this.enemyColor; yield return(new WaitForSeconds(length)); text.gameObject.SetActive(false); background.gameObject.SetActive(false); if (startTurn != null) { startTurn.Invoke(); } }
public void EndTurn() { tileSelectionActive = SelectionType.INACTIVE; cursor.SetActive(false); switchTurn.Invoke(false); }