public void ConfirmAction(bool _isAttack = true) { List <Battler> targets = new List <Battler>(); targets.Add(target); if (selectedAction.target == AttackTargeting.AllEnemy) { if (turnee.isAlly) { targets = enemyCharacters.Where(x => x.isAlive).ToList(); } else { targets = playerCharacters.Where(x => x.isAlive).ToList(); } } CommitAction(targets); // Advance the Battle turn++; //turnee.turnDelay += 100; DestroyTargets(); PSS = PlayerSelectionStage.NewTurn; postActionTrigger = true; turnee.turnDelay += 100; }
public void SelectAction(BattleAction _attack) { selectedAction = _attack; SetupTargets(); PSS = PlayerSelectionStage.SelectTarget; DestroyMenu(); }
void SetupMenu() { ActionSelector newMenu = Instantiate(menuPrefab); newMenu.manager = this; newMenu.Setup(turnee); newMenu.transform.SetParent(mainCanvas.transform); newMenu.transform.localScale = new Vector3(1, 1, 1); //newMenu.transform.position = Camera.main.WorldToScreenPoint(turnee.transform.position); activeMenu = newMenu; PSS = PlayerSelectionStage.SelectAction; }
public void RankChange() { SetupRankTargets(); DestroyMenu(); PSS = PlayerSelectionStage.SwapPositions; }
void RestartSelection() { DestroyTargets(); PSS = PlayerSelectionStage.SelectAction; SetupMenu(); }