Example #1
0
 public override void ExecuteAction(ActionCost actionCost)
 {
     Initiative.queuedActions++;
     actioningUnit.GetComponent <TacticsMovement>().remainingMove    += actioningUnit.unitInfo.currentMove;
     actioningUnit.GetComponent <TacticsMovement>().remainingActions -= 1;
     actioningUnit.UpdateBreath(-1, true);
     Initiative.EndAction();
 }
Example #2
0
 public void Reload(ActionCost actionCost)
 {
     rangedWeaponData.currentAmmo = rangedWeaponData.maxAmmo;
     //DamagePopUp.Create(transform.position + new Vector3(0, gameObject.GetComponent<TacticsMovement>().halfHeight), "Arrow nocked", false);
     gameObject.GetComponent <UnitPopUpManager>().AddPopUpInfo("arrow nocked");
     if (actionCost == ActionCost.main)
     {
         owner.remainingActions -= 1;
     }
     else
     {
         owner.remainingMove = 0;
     }
     Initiative.queuedActions++;
     Initiative.EndAction();
 }
Example #3
0
    public override void ExecuteAction(ActionCost actionCost)
    {
        Initiative.queuedActions++;
        actioningUnit.gameObject.GetComponent <UnitPopUpManager>().AddPopUpInfo("defending");

        if (actioningUnit.GetComponent <Defending>() == null)
        {
            Defending defending = actioningUnit.gameObject.AddComponent <Defending>();
            defending.AddEffect(actioningUnit.gameObject);
        }
        else if (!actioningUnit.GetComponent <Defending>().enabled)
        {
            actioningUnit.GetComponent <Defending>().enabled = true;
            actioningUnit.GetComponent <Defending>().AddEffect(actioningUnit.gameObject);
        }

        actioningUnit.GetComponent <TacticsMovement>().remainingActions -= 1;
        Initiative.EndAction();
    }
Example #4
0
    public override void ExecuteAction(ActionCost actionCost)
    {
        Initiative.queuedActions++;
        //DamagePopUp.Create(actioningUnit.transform.position + new Vector3(0, (actioningUnit.gameObject.GetComponent<TacticsMovement>().halfHeight) + 0.5f), "Attack Primed", false);
        actioningUnit.gameObject.GetComponent <UnitPopUpManager>().AddPopUpInfo("attack primed");

        if (actioningUnit.GetComponent <Priming>() == null)
        {
            Priming priming = actioningUnit.gameObject.AddComponent <Priming>();
            priming.AddEffect(actioningUnit.gameObject);
        }
        else if (!actioningUnit.GetComponent <Priming>().enabled)
        {
            actioningUnit.GetComponent <Priming>().enabled = true;
            actioningUnit.GetComponent <Priming>().AddEffect(actioningUnit.gameObject);
        }

        actioningUnit.GetComponent <TacticsMovement>().remainingActions -= 1;
        Initiative.EndAction();
    }
Example #5
0
 public abstract void ExecuteAction(ActionCost actionCost);
Example #6
0
 public override void ExecuteAction(ActionCost actionCost)
 {
     rangedWeapon.Reload(actionCost);
 }