void CreateSwitch(Character switchTarget) { if (Party.InBattle.Status.HasCondition(ConditionType.SwitchLock)) { Debug.LogWarning("Cannot switch out due to SwitchLock!"); } else { SwitchedCharacter.InvokeSafe(SwitchCommand.Create(this, switchTarget)); SetReady(); } }
public override void OnStart() { // Insert any battle initialization logic here. // Send in each player's first character. foreach (var player in Coordinator.System.Players) { Coordinator.Queue.RegisterPlayerCommand(SwitchCommand.Create(player, player.Party.Characters[0])); } Coordinator.Queue.Emptied += OnQueueEmpty; OnContinue(); }