public override void InitialiseDecision()
 {
     if (selectionCircle != null)
     {
         //EndCurrentSelection();
         if (abilitySelected)
         {
             if (abilityConfirm)
             {
                 ChangeColourToAbilityConfirmed();
                 (abilitySelected as CharacterEffectAbility).SetTargetCharacter(GetComponent <Character>());
                 playerCharacter.GetCombatController().SetCurrentEnemyTarget(GetComponent <Character>());
                 combatUI.ConfirmAbility();
                 abilityConfirm = false;
                 print("enemy selected");
             }
             else if (abilityInRange)
             {
                 print("abilityConfirm");
                 abilityConfirm = true;
                 Select();
             }
         }
         else
         {
             print("ability not selected");
             if (GetComponent <Character>().GetCombatController() != null)
             {
                 if (GetComponent <Character>().GetCombatController().GetCurrentEnemyTarget() == playerCharacter)
                 {
                     playerCharacter.GetCombatController().SetCurrentEnemyTarget(GetComponent <Character>());
                     BuildSelectionPlayerDecision(moveToEnemyDecisionPrefab);
                     CharacterMovementDecision movementDecision = (CharacterMovementDecision)myDecision;
                     movementDecision.InitialiseMe(selectionCircle.transform, doubleClicks);
                 }
                 else
                 {
                     BuildSelectionPlayerDecision(DefaultSelectionDecisionPrefab);
                     CharacterMovementDecision movementDecision = (CharacterMovementDecision)myDecision;
                     movementDecision.InitialiseMe(selectionCircle.transform, doubleClicks);
                 }
             }
             else
             {
                 BuildSelectionPlayerDecision(DefaultSelectionDecisionPrefab);
                 CharacterMovementDecision movementDecision = (CharacterMovementDecision)myDecision;
                 print(selectionCircle);
                 movementDecision.InitialiseMe(selectionCircle.transform, doubleClicks);
             }
             //clicked = true;
             QueueDecisionToRun();
         }
         print("end of set selected");
     }
 }
 public override void InitialiseDecision()
 {
     if (abilitySelected == null)
     {
         BuildCircle(MouseSelection.GetMouseCoords2D());
         BuildSelectionPlayerDecision(DefaultSelectionDecisionPrefab);
         CharacterMovementDecision movementDecision = (CharacterMovementDecision)myDecision;
         movementDecision.InitialiseMe(selectionCircle.transform, doubleClicks);
         QueueDecisionToRun();
     }
 }
Ejemplo n.º 3
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    public override void InitialiseAction(Character charIn)
    {
        myCharacter = charIn;
        print(myAction);
        myDecision = myAction.GetComponent <CharacterDecision>();
        print(myDecision);
        myDecision.InitialiseMe(myCharacter);
        CharacterMovementDecision myMovementDecision = (CharacterMovementDecision)myDecision;

        myMovementDecision.InitialiseMe(myCharacter.GetCombatController().CurrentEnemyTarget.transform, true);
    }
    public override void InitialiseDecision()
    {
        if (abilitySelected == null)
        {
            BuildCircle();
            Debug.Log(selectionCircle.gameObject.transform.position);
            BuildSelectionPlayerDecision(DefaultSelectionDecisionPrefab);
            CharacterMovementDecision movementDecision = (CharacterMovementDecision)myDecision;
            movementDecision.InitialiseMe(selectionCircle.transform, doubleClicks);

            QueueDecisionToRun();
        }
    }
 public void SetMovementDecision(CharacterMovementDecision movementDecision)
 {
     currentMovementDecision = movementDecision;
 }