public void Execute()
            {
                // NO DEBERIA RETURN Y PONER EN CLEAR LAS ABILITY BUTTON ???
                if (actualOccupier == null)
                {
                    return;
                }
                if (gameCreator.movementManager.CanIEnterMoveState(actualOccupier))
                {
                    gameCreator.movementManager.OnEnterMoveState(actualOccupier);
                }

                abilityButtonCreationUI.ClearAbilityButtons();
            }
            public void Execute()
            {
                if (actualOccupier == null)
                {
                    return;
                }
                //if (actualUnit.defendAbility.OnTryExecute())
                //{
                //    //gameCreator.ChangeState(new GameStateMachine.AttackState(actualUnit, gameCreator, gameCreator.currentState));
                //    actualUnit.defendAbility.Perform();
                //}

                abilityButtonCreationUI.ClearAbilityButtons();
            }
Exemple #3
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            public void Execute()
            {
                if (actualOccupier == null)
                {
                    return;
                }
                Player player = (Player)actualOccupier;

                if (player == null)
                {
                    return;
                }
                if (game.cardManager.CanITakeACard(player))
                {
                    game.cardManager.OnTakeCard(player);
                }
                abilityButtonCreationUI.ClearAbilityButtons();
            }
            public void Execute()
            {
                if (actualOccupier == null)
                {
                    return;
                }
                //Debug.Log("Unit " + actualUnit._ID + " ATTACK");

                // CUANDO TENGAMOS UN PLAYER Y EN NUESTRO TURNO LE HAGAMOS CLICK, NOS VA A APARECER AUTOMATICAMENTE PARA ATACAR A UN JUGADOR EN BASE
                // CUANDO TENGAMOS UNA BARRICADA QUE ATAQUE, Y LA SELECCIONEMOS, AUTOMATICAMENTE NOS VA A APARECER PARA ATACAR A LOS JUGADORES
                // CON LA UNIT NO, NOS APARECE UN BOTON
                //actualUnit.attackAbility.Set(gameCreator);
                //if (actualUnit.attackAbility.OnTryExecute())
                //{
                //    gameCreator.ChangeState(new GameStateMachine.AttackState(actualUnit, gameCreator, gameCreator.currentState));
                //}

                abilityButtonCreationUI.ClearAbilityButtons();
            }
            public void Execute()
            {
                if (actualOccupier == null)
                {
                    return;
                }

                Player player = (Player)actualOccupier;

                if (player == null)
                {
                    return;
                }

                if (game.spawnManager.CanIEnterSpawnState(player))
                {
                    game.spawnManager.OnEnterSpawnState(player);
                }

                abilityButtonCreationUI.ClearAbilityButtons();
            }