protected void BuildSelectionPlayerDecision(GameObject decisionPrefab) { if (myDecision == null) { GameObject decision = Instantiate(decisionPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity) as GameObject; decision.GetComponent <CharacterDecision>().InitialiseMe(playerCharacter); decision.transform.SetParent(playerCharacter.transform, false); myDecision = decision.GetComponent <CharacterDecision>(); playerCharacter.MyDecision = myDecision; } }
public void EndCurrentSelection() { DestroySelectionCircle(); if (myDecision != null) { if (!myDecision.IsEnding) { myDecision.EndDecision(); myDecision = null; } } EndInspection(); clicked = false; }
public void ProcessMovement(CharacterMovement movementType) { movement = movementType; SetMyDirection(targetPosition, character.GetMyPosition()); //print("target:" + targetPosition + ", my position: " + myPosition); CharacterDecision decision = character.MyDecision; print(decision); if (decision.GetType() == typeof(CharacterMovementDecision)) { collisionAvoider = character.MyDecision.GetComponent <CollisionAvoider>(); } Debug.Log("MOVEMENT IS: " + movement); movement.MakeAction(); ToggleIsMoving(true); }
public void ToggleCombatMode() { if (combatUIactive) { DeselectAbility(); abilitiesUI.HideComponents(); World.UnpauseGame(); combatUIactive = false; if (pendingDecision != null) { pendingDecision.ProcessDecision(); } SetCursorDefault(); } else { World.PauseGame(); abilitiesUI.DisplayComponents(); underAttackUI.DisplayComponents(); playerVitalsUI.DisplayComponents(); combatUIactive = true; pendingDecision = null; } }
public void QueueDecision(CharacterDecision decision) { pendingDecision = decision; }