protected override bool DoPreStartActor(FZ.Actor checkedActor) { var checkedUnitActor = checkedActor as IUnitActor; if (checkedUnitActor != null) { return(GameManager.Get <GameManager.Turn>().IsActable(Team, checkedUnitActor)); } return(false); }
public void AddActor(ActorInfo info) { Assembly assembly = Assembly.GetExecutingAssembly(); try { Type actorType = assembly.GetType(info.name); FZ.Actor actor = (FZ.Actor)Activator.CreateInstance(actorType); if (actor != null) { actor.Initialize(this, info.weightName, info.weightValue); } this.AddActor(actor); } catch (Exception e) { throw new UnityException(e.ToString()); } }
protected virtual bool DoPreCancelActor(FZ.Actor checkedActor) { return(true); }
protected virtual bool DoPreStartActor(FZ.Actor checkedActor) { return(true); }
// 액터를 사용하기 전에 체크할 조건들을 위한 메소드 protected virtual bool DoPreReserveActor(FZ.Actor checkedActor) { return(true); }