public void endTurnBtnClicked() { AudioManager.PlayClip(soundEndTurn); ui.ShowWait(); //ui.Flash.FlashIt(Color.red); //if the end turn btn is clicked and its currently the players turn, then change turn to enemy if (formManager.state == FormsManager.formState.idle && curTurn == turns.player) { if (enemiesOnMap.Length > 0) {/* if (enemiesOnMap[curEnemy].state != Enemy.enemyState.inactive) { //Debug.Log("set to playturn for " + enemiesOnMap[curEnemy].gameObject.name); enemiesOnMap[curEnemy].state = Enemy.enemyState.playTurn; }*/ //added by pablo //for (int i = 0; i < enemiesOnMap.Length; i++) //{ // enemiesOnMap[curEnemy].state = Enemy.enemyState.playTurn; //} } turnNumber++; curTurn = turns.enemy; } }
void FireBulletPRight() { //Sometimes when we move the mouse is really high in the webplayer, so the mouse cursor ends up outside //of the webplayer so we cant fire, despite locking the cursor, so add alternative fire button if ((Input.GetKeyDown(KeyCode.F)) && currturn == turns.P2TURN) { //Create a new bullet GameObject newBullet = Instantiate(bullet, pleft.transform.position, pleft.transform.rotation) as GameObject; //Give it speed //newBullet.GetComponent<TutorialBullet>().currentVelocity = bulletscript.bulletSpeed; } currturn = turns.P2TURN; }
private void button_newgame(object sender, EventArgs e) { for (int x = 0; x < GRIDSIZE; ++x) { for (int y = 0; y < GRIDSIZE; ++y) { gridButton[x, y].ResetText(); gridnum[x, y] = 0; } } button2_AImove.Enabled = true; lastTurn = gameStartsWith; alertUser(GameStatus.GameNotStarted); }
public void PlayTurn(turns _turn) { switch (_turn) { case turns.player_step_forward: player_step_forward(); break; case turns.player_ability_select: player_ability_select(); break; case turns.player_attack_typing: player_attack_typing(); break; case turns.player_attack_animation: player_attack_animation(); break; case turns.player_step_back: player_step_back(); break; case turns.enemy_step_forward: enemy_step_forward(); break; case turns.enemy_attack_typing: enemy_attack_typing(); break; case turns.enemy_attack_animation: enemy_attack_animation(); break; case turns.enemy_step_back: enemy_step_back(); break; } }
private void gridButton_Click(object sender, EventArgs e) { Button button = sender as Button; int gridX = button.Name[12] - 48; int gridY = button.Name[13] - 48; if (lastTurn == turns.X) { button.Text = "O"; lastTurn = turns.O; gridnum[gridX, gridY] = 2; } else { button.Text = "X"; lastTurn = turns.X; gridnum[gridX, gridY] = 1; } button2_AImove.Enabled = false; checkWhoWon(); }
void enemyTurn() { if(txtCurTurn.text != "Turn: Enemy") { txtCurTurn.text = "Turn: Enemy"; } if (enemiesOnMap.Length > 0) { if(!enemyTurnsPlayed) { foreach(Enemy en in enemiesOnMap) { if (en.state != Enemy.enemyState.inactive) { en.state = Enemy.enemyState.playTurn; Debug.Log("really start: " + en.name); } Debug.Log("start: " + en.name); } enemyTurnsPlayed = true; } else { bool everythingGood = true; foreach (Enemy en in enemiesOnMap) { if(en.state == Enemy.enemyState.playTurn) { everythingGood = false; break; } } if(everythingGood) { Debug.Log("my turn"); AudioManager.HandleBackgroundMusic(); enemyTurnsPlayed = false; curTurn = turns.player; Debug.Log("Player turn start"); ui.HideWait(); //ui.Flash.FlashIt(Color.white); //AudioManager.PlayClip(soundStartTurn); formManager.resetTurn(); } } /* if (enemiesOnMap[curEnemy].state == Enemy.enemyState.idle || enemiesOnMap[curEnemy].state == Enemy.enemyState.inactive) { if (enemiesOnMap.Length - 1 <= curEnemy) { } else { //AudioManager.PlayClip(enemiesOnMap[curEnemy].); curEnemy++; if (enemiesOnMap[curEnemy].state != Enemy.enemyState.inactive) { enemiesOnMap[curEnemy].state = Enemy.enemyState.playTurn; } //Debug.Log("2curEnemy = " + curEnemy.ToString() + " plays turn = " + enemiesOnMap[curEnemy].gameObject.name); } }*/ } else { curTurn = turns.player; formManager.resetTurn(); } }