TurnOrder.EndTurn C# (CSharp) Method

EndTurn() private method

private EndTurn ( ) : void
return void
    private void EndTurn()
    {
        //Only CheckVictory if checksVictory is true
        if(checksVictory){
            if(IsBattlePhase()) {
                CheckVictory();
            }
        }

        ValueStore.helpMessage = "Click a section to select it.";
        turnNum++;
        if(!IsBattlePhase() && turnNum != 0) {
            CombatLog.addLineNoPlayer("Ceasefire ends in " + (ceasefire - turnNum) + " turns.");
        }
        if(turnNum == ceasefire) {
            ceasefireIcon.visible = false;
            CombatLog.addLineNoPlayer("!!! CEASEFIRE HAS ENDED !!!");
        }
        if (GameType.getGameType() != "Survival"){
            player1.AccrueResources();
         			player2.AccrueResources();
        }
        actionNum = 0;
        TowerSelection.LocalSelectSection(myPlayer.GetTower(1), -1);

        //Activate each sections end turn effect
        for(int i = 0; i < 3; i++){
            foreach(Section sec in player1.GetTower(i).GetSections())
                {
            sec.attributes.material.GetSectionEffect().EndTurnEffect();
            }
            foreach(Section sec in player2.GetTower(i).GetSections())
            {
                sec.attributes.material.GetSectionEffect().EndTurnEffect();
            }
        }
    }

Usage Example

Esempio n. 1
0
    //Private

    private void AI()
    {
        if (!TurnOrder.MyTurn(gameObject))
        {
            return;
        }
        if (ap <= 0)
        {
            TurnOrder.EndTurn(gameObject);
            return;
        }

        string result = Attack();

        if (result == "success")
        {
            return;
        }
        else if (result == "selected")
        {
            return;
        }
        else if (result == "outofrange")
        {
            if (PathToPlayer())
            {
                return;
            }
        }
        else if (result == "notaligned")
        {
            if (LineUp(PlayerPosition()))
            {
                return;
            }
        }
        else if (PathToPlayer())
        {
            return;
        }

        TurnOrder.EndTurn(gameObject);

        //else if (RunAway()) return;
    }
All Usage Examples Of TurnOrder::EndTurn