public Node(Classification classification, Direction dir, AttackUI ui) { this.classification = classification; this.children = new ChoiceGroup(); this.dir = dir; this.ui = ui; }
AttackOrderTuple AttackOrderToTuple(AttackOrder order) { AttackUI ui = SimplePool.Spawn(attackUI).GetComponent <AttackUI>(); ui.Source = this.transform; ui.Target = order.target.transform; return(new AttackOrderTuple(order, ui)); }
void Start() { foreach (Attack attack in attacks) { attack.canAttack = true; AttackUI attackUI = Instantiate(attackUITemplate, attackUITemplate.transform.parent); attack.UI = attackUI; attackUI.Setup(attack); } // turn off template attackUITemplate.gameObject.SetActive(false); }
public Node(Classification classification, IActionType preAction, IActionType action, IActionType postAction, ChoiceGroup children, Direction dir, AttackUI ui) { this.classification = classification; this.preAction = preAction; this.action = action; this.postAction = postAction; if (children != null) { this.children = children; } else { this.children = new ChoiceGroup(); } this.dir = dir; this.ui = ui; }
public void Start() { attackUI = GameObject.FindObjectOfType <AttackUI>(); }
public AttackOrderTuple(AttackOrder order, AttackUI ui) { this.order = order; this.ui = ui; }