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(); }
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(); }