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(); }
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(); }
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(); }
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(); }
public abstract void ExecuteAction(ActionCost actionCost);
public override void ExecuteAction(ActionCost actionCost) { rangedWeapon.Reload(actionCost); }