Use player move type to update unit count label
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0b2b552d16
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@ -49,9 +49,11 @@ class Base: GKEntity{
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self.unitCount -= units
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self.unitCount -= units
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base.unitCount += units
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base.unitCount += units
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self.component(ofType: TeamComponent.self)?.unitcountLabel.text = "\(self.unitCount)"
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self.component(ofType: TeamComponent.self)?.unitcountLabel.text = "\(self.unitCount)"
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if base.ownershipPlayer == GKLocalPlayer.local {
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if playerMoveType == .TxnMove {
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base.component(ofType: TeamComponent.self)?.unitcountLabel.text = "\(base.unitCount)"
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base.component(ofType: TeamComponent.self)?.unitcountLabel.text = "\(base.unitCount)"
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}
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}
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base.ownershipPlayer = self.ownershipPlayer
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base.ownershipPlayer = self.ownershipPlayer
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DataService.sharedInstance.addMove(playerMove: PlayerMove(fromBase: self.baseID,
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DataService.sharedInstance.addMove(playerMove: PlayerMove(fromBase: self.baseID,
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toBase: base.baseID,
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toBase: base.baseID,
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@ -109,10 +109,11 @@ class Modal: GKEntity{
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}
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}
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func sendUnits(currentDraggedBase: Base?, touchLocation: CGPoint, gameScene: GameScene, collisionBase: Base?){
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func sendUnits(currentDraggedBase: Base?, touchLocation: CGPoint, gameScene: GameScene, collisionBase: Base?){
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let moveType: PlayerMoveType = self.type == ModalType.BaseAttack ? .AtkMove : .TxnMove
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for base in currentDraggedBase!.adjacencyList {
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for base in currentDraggedBase!.adjacencyList {
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if base == collisionBase {
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if base == collisionBase {
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RoundCalculatorService.sharedInstance.increaseMoveCounter(ownBase: currentDraggedBase?.ownershipPlayer == base.ownershipPlayer)
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RoundCalculatorService.sharedInstance.increaseMoveCounter(ownBase: currentDraggedBase?.ownershipPlayer == base.ownershipPlayer)
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entityManager.update((currentDraggedBase?.doPlayerMoveTypeToBase(base: base, playerMoveType: PlayerMoveType.AtkMove, units: Int(GameScene.sendUnits)))!)
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entityManager.update((currentDraggedBase?.doPlayerMoveTypeToBase(base: base, playerMoveType: moveType, units: Int(GameScene.sendUnits)))!)
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GameScene.sendUnits = 0
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GameScene.sendUnits = 0
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}
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}
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}
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}
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@ -264,7 +264,7 @@ class GameScene: SKScene{
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}
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}
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func isAttackMove() -> Bool {
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func isAttackMove() -> Bool {
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return collisionBase?.ownershipPlayer != currentDraggedBase?.ownershipPlayer
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return collisionBase?.ownershipPlayer != currentDraggedBase?.ownershipPlayer && !(collisionBase?.changeOwnership ?? false)
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}
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}
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@objc func pauseGame() -> Void {
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@objc func pauseGame() -> Void {
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