private void UpdateTurnUI(BattleController.Turn turn) { Color transitionColor = Color.black; if (turn == BattleController.Turn.Player) { transitionColor = Color.blue; } else { transitionColor = Color.red; } float fadeDuration = 0.75f; Sequence fadeSequence = DOTween.Sequence(); fadeSequence .Append(turnText.DOFade(0, fadeDuration)) .Append(turnText.DOText(turn + " Turn", 0)) .Append(turnText.DOColor(transitionColor, 0)) .Append(turnText.DOFade(1, fadeDuration)); //fadeSequence.SetEase(Ease.InFlash); buttonsContainer.gameObject.SetActive((turn == BattleController.Turn.Player)); DeactivatePanel(); battleController.Attacking = false; Pathfinding.DeselectNodes(battleController.Nodes); }
/// <summary> /// Called when Pathfinding.OnPathUpdatedEvent is invoked /// </summary> /// <param name="nodes"></param> private void OnPathUpdated(List <Node> nodes) { BattleEntity entity = friendlies[0]; if (!entity.IsMoving && canMove && Input.GetMouseButtonDown(0)) { entity.SetPathNodes(nodes); Pathfinding.DeselectNodes(nodes); canDisplayPathTiles = false; canMove = false; OnPlayerInfoChangedEvent(canMove: canMove.ToString()); } }
private void OnAttackButtonClicked(Attack attack, Button button, BattleEntity player) { if (currentPressedAttackButton == null) { currentPressedAttackButton = button; } List <Node> rangeNodes = Pathfinding.GetRange(battleController.Nodes, player.nodeParent, attack.Range); Pathfinding.DeselectNodes(battleController.Nodes); Pathfinding.SelectNodes(rangeNodes, Color.cyan); FindPressedButton(attackButtons, button, ButtonType.Attack); battleController.lastSelectedAttack = attack; battleController.Attacking = true; }
private void Update() { if (Input.GetMouseButtonDown(1)) { DeactivatePanel(); if (battleController.Attacking) { Pathfinding.DeselectNodes(battleController.Nodes); battleController.Attacking = false; } } //TODO: use DOTween for this if (!fadeOut) { fadeController.FadeCanvasGroup(fadeOut, panel, false); } else { fadeController.FadeCanvasGroup(fadeOut, panel, true, "World"); } }