public override GameCommandStatus FixedStep() { Debug.Log("I exist"); if (!oneFramePassed) { oneFramePassed = true; Target = new WorldPositionTarget(_data.worldPos); return(GameCommandStatus.InProgress); } else { return(GameCommandStatus.Complete); } }
public override GameCommandStatus FixedStep() { Debug.Log("I exist"); WorldPosition wp = _data.commanderAbility2.GetFormationTargetsArray [_data.targetElement]; if (wp != new WorldPosition(-5000, -5000)) { Target = new WorldPositionTarget(wp); Debug.Log("the target I received from commander is: " + (wp.X) + " " + (wp.Y)); //Debug.Log (TargetPriority + " is my target priority"); return(GameCommandStatus.InProgress); } else { _unit.Abilities.Remove(this); return(GameCommandStatus.Complete); } }
public FormationTargetAbility(UnitModel unit, AbilityData abilityData) { _unit = unit; _data = new FormationAbilityParams(abilityData); Target = new WorldPositionTarget(_data.worldPos); }