public void onStatusChange(PieceStatusChangeModel m) { addGenericHistory(m.pieceId, m.activatingPieceId); }
private void onPieceStatusChange(PieceStatusChangeModel change) { updateTauntTiles(); }
public void onStatusChange(PieceStatusChangeModel pieceStatusChange) { var piece = pieces.Piece(pieceStatusChange.pieceId); if(piece == null) return; var view = piece.pieceView; //Animate? view.circleBg.SetActive(false); view.deathIcon.SetActive(false); //as above, we don't actually know change in this case, but pass in -1 to always show //the punch size if (pieceStatusChange.newAttack != null) { animationQueue.Add( new PieceView.UpdateTextAnim() { text = view.attackText, textGO = view.attackGO, current = view.piece.attack, original = view.piece.baseAttack, change = -1, animFinished = pieceTextAnimFinished, piece = view.piece } ); } if (pieceStatusChange.newHealth != null) { animationQueue.Add( new PieceView.UpdateTextAnim() { text = view.healthText, textGO = view.healthGO, current = view.piece.health, original = view.piece.baseHealth, change = -1, animFinished = pieceTextAnimFinished, piece = view.piece } ); } animationQueue.Add( new PieceView.UpdateHpBarAnim() { piece = view } ); }