public override void Execute() { //TODO:: Think if this is an acceptable solution, since it seems potentially narrow. It also assumes that the mana you reserved // exactly corresponds to the mana you NEED to pay. I guess this helps with any optional costs that might get played, but I // worry that it'd be possible to un-reserve mana somehow to avoid actually paying the requisite amounts for the skill's costs //We'll spend all the mana that we've reserved as part of the mana-paying process of targetting and then clear out reserved mana ContSkillEngine.PushSingleExecutable(new ExecChangeMana(skill.chrOwner, skill.chrOwner.plyrOwner, Mana.GetNegatedMana(skill.chrOwner.plyrOwner.manapool.manaReservedToPay))); skill.chrOwner.plyrOwner.manapool.ResetReservedMana(); }
public void PayManaPaymentForCost(Mana manaPaid, ManaCost manaCost) { Debug.Assert(manaCost.CanBePaidWith(manaPaid)); manaOwned.ChangeMana(Mana.GetNegatedMana(manaPaid)); }