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Question by Karishi · Aug 29, 2019 at 10:31 PM · c#declaration

Creating a CurrentTurn variable

I'm making a turn-based tactics game with ~6 units per side who all have different stats and world positions. Ideally I'd like there to be a single currentTurn or currentUnit gameObject reference variable, pointing to the unit whose turn it is. This way there can be a single central "what a turn looks like for anyone" script walking you through your actions. Possibly as an abstract so I could override with weird types of turns (for instance if a delayed explosion gets put into the turn order to go off at x location in y time from now, it won't do anything but explode on its "turn"). My confusion is just the grammar: How do I declare the unit who's up next to the "currentUnit" variable?

For my logic I've got: I want things counting down to 0 time, and when they hit 0 (with a tiebreaker of whoever got to a given time value first, if 2+ units hit 0 at the same time) it's their turn.

 public void WhoseTurn()
 {
     bool turnManaged = false;
     while (turnManaged == false)
     {
         for (int i = 0; i < initList.Count; i++)
         {
             if (initList[i].initValue == 0 && initList[i].tiebreaker == 0)
             {
                 turnManaged = true;
                 currentUnit = initList[i];
             }
         }
         if (turnManaged == false)
         {
             for (int i = 0; i < initList.Count; i++)
             {
                 initList[i].initValue--;
                 initList[i].initButton.position.x -= initUnit;
             }
         }
     }
 }

(An "initUnit" is just a % of the width of the initiative bar so it sizes properly with the screen) I tried declaring currentUnit as just GameObject, but that won't take stuff like initValue - probably because it's too broad? Do I need to make a script that describes Unit as a scriptableObject or class first? If I have that, is it just,

 public Unit player1 = new Unit(); 

or something like that?

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Answer by xxmariofer · Aug 30, 2019 at 06:49 AM

i would do soemthing like this

 public enum PlayerEnum
 {
    Player1,
    Player2
 }
 
 public PlayerEnum currentPlayer;

so when comparing you can simply do

 if(currentPlayer == PlayerEnum.Player1)
 {
    //DO YOUR STUFF
 }
 else
 {
    //DO YOUR STUFF
 }
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