public Create(EntityAbility info, GameObject gameObject) : base(info, gameObject) { _entity = _gameObject.GetComponent<IGameEntity>(); switch (_info.targetType) { case EntityType.UNIT: _infoToBuild = Info.get.of(_info.targetRace, _info.targetUnit); break; case EntityType.BUILDING: _infoToBuild = Info.get.of(_info.targetRace, _info.targetBuilding); break; } }
public Sell(EntityAbility info, GameObject gameObject) : base(info, gameObject) { }
public GenericAbility(EntityAbility info, GameObject gameObject) : base(info, gameObject) { }
public bool enoughResources(EntityAbility info) { if (info.targetType.Equals(EntityType.BUILDING)) return enoughResources(Info.get.of(info.targetRace, info.targetBuilding).resources); return enoughResources(Info.get.of(info.targetRace, info.targetUnit).resources); }
public ChangeWatchtowerDirection(EntityAbility info, GameObject gameObject) : base(info, gameObject) { }
public RecruitExplorer(EntityAbility info, GameObject gameObject) : base(info, gameObject) { _entity = _gameObject.GetComponent<IGameEntity>(); }