/// <summary> /// 结束回合 /// </summary> public void EndTurn() { Team currentTeam = teams[currentTurnTeamIndex]; currentTeam.IsSelfTurn = false; if (currentTeam.GetCurrentTurnPlayer() != null) { currentTeam.GetCurrentTurnPlayer().PlayerController.enabled = false; } currentTeam.NextTurn(); NextTurn(); OnTurnEnd.Invoke(); }
/// <summary> /// 开始回合 /// </summary> public void StartTurn() { //GameManager.Instance.Log("当前回合队伍index" + currentTurnTeamIndex); Team currentTeam = teams[currentTurnTeamIndex]; currentTeam.IsSelfTurn = true; if (currentTeam.GetCurrentTurnPlayer() != null) { currentTeam.GetCurrentTurnPlayer().PlayerController.enabled = true; } //初始化回合参数(风力等。。) turnProperties.WindForce = new Vector2(Random.Range(-5f, 5f) * 50, 0); OnTurnStart.Invoke(); }
private void RemoveSelf() { belongsTo.RemoveTeamPlayer(this); if (belongsTo.GetCurrentTeamPlayerCount() > 0) { GameManager.Instance.TurnBaseController.EndTurn(); GameManager.Instance.TurnBaseController.StartTurn(); } else { Team winTeam = GameManager.Instance.TurnBaseController.GetTeam(GameManager.Instance.TurnBaseController.NextTurnTeamIndex()); Debug.Log(winTeam.Name + "Win"); UIManager.Instance.ShowWinInfoUI(winTeam.Name); GameManager.Instance.vCam.Follow = winTeam.GetCurrentTurnPlayer().gameObject.transform; //Time.timeScale = 0; } }