public void OffOrOpenRegionClick(bool turn)
{
for (int i = 0; i < allRegion.Count; i++)
{
allRegion[i].CloseThisObjectClickable(true);
}
if (turn)
{
for (int i = 0; i < allRegion.Count; i++)
{
if (allRegion[i].attackerID != "")
{
if (allRegion[i].attackerID != GameManager.Instance.activeUser.steamid)
{
allRegion[i].clickable = false;
for (int j = 0; j < allRegion[i].canAttack.Count; j++)
{
Region newRegions = allRegion[i].canAttack[j].GetComponent<Region>();
if (newRegions.attackerID == "")
{
newRegions.SetTurn(false);
newRegions.CloseThisObjectClickable(false);
for (int k = 0; k < newRegions.canAttack.Count; k++)
{
newRegions.canAttack[k].GetComponent<Region>().SetTurn(false);
newRegions.canAttack[k].GetComponent<Region>().CloseThisObjectClickable(false);
}
}
}
}
else
{
allRegion[i].SetTurn(false);
}
}
}
}
else
{
for (int i = 0; i < allRegion.Count; i++)
{
allRegion[i].CloseThisObjectClickable(true);
allRegion[i].SetTurn(false);
}
}
}
public void ChooseTreeArea(bool turn)
{
if (turn)
{
for (int i = 0; i < allRegion.Count; i++)
{
if (allRegion[i].attackerID == "")
{
allRegion[i].SetAllObjectVisible(false);
allRegion[i].SetTurn(false);
}
}
for (int i = 0; i < allRegion.Count; i++)
{
if (allRegion[i].attackerID == GameManager.Instance.activeUser.steamid)
{
allRegion[i].SetTurn(false);
allRegion[i].SetAllObjectVisible(true);
List<Region> canAttackableRegions = new List<Region>();
for (int j = 0; j < allRegion[i].canAttack.Count; j++)
{
Region newRegions = allRegion[i].canAttack[j].GetComponent<Region>();
newRegions.SetTurn(true);
newRegions.CloseThisObjectClickable(true);
GameObject newArrow = Instantiate(ServiceProvider.GetPrefabLibrary.arrowPrefab);
newArrow.GetComponent<ArrowRenderer>().SetPositions(
allRegion[i].gameObject.transform.Find("CreatePoint").transform.position,
newRegions.gameObject.transform.Find("CreatePoint").transform.position);
newArrow.SetActive(false);
canAttackableRegions.Add(newRegions);
newRegions.arrow = newArrow;
}
float zPos = (allRegion[i].transform.position.z - 1);
LeanTween.move(Camera.main.gameObject,
new Vector3(allRegion[i].transform.position.x, 5.63f, zPos), 0.6f).setDelay(1.5f).setOnStart(
() =>
{
CameraMovement.Instance.CanMove = false;
}).setOnComplete(
() =>
{
foreach (Region items in canAttackableRegions)
{
items.arrow.SetActive(true);
}
});
break;
}
}
}
else
{
for (int i = 0; i < allRegion.Count; i++)
{
allRegion[i].CloseThisObjectClickable(true);
allRegion[i].SetTurn(false);
}
}
}
public void ChooseAttack(bool turn)
{
for (int i = 0; i < allRegion.Count; i++)
{
if (allRegion[i].attackerID != GameManager.Instance.activeUser.steamid)
{
allRegion[i].SetAllObjectVisible(false);
}
else
{
allRegion[i].SetAllObjectVisible(true);
}
allRegion[i].SetTurn(false);
}
if (turn)
{
for (int i = 0; i < allRegion.Count; i++)
{
if (allRegion[i].attackerID == GameManager.Instance.activeUser.steamid)
{
for (int j = 0; j < allRegion[i].canAttack.Count; j++)
{
if (allRegion[i].canAttack[j].GetComponent<Region>().attackerID != GameManager.Instance.activeUser.steamid)
{
allRegion[i].canAttack[j].GetComponent<Region>().SetTurn(true);
allRegion[i].canAttack[j].GetComponent<Region>().CloseThisObjectClickable(true);
}
}
}
}
}
else
{
for (int i = 0; i < allRegion.Count; i++)
{
allRegion[i].CloseThisObjectClickable(true);
allRegion[i].SetTurn(false);
}
}
}