public void CreateAbility(Ability_Event ability) { DialogueAbilty a = Instantiate <DialogueAbilty>(abilityPrefab, content.transform); a.SetText(""); a.SetEvent(ability); dialogues.Add(a); }
public void PlayEvent(Ability_Event ability, Unit trap) { AbilityResultList results = new AbilityResultList { actor = trap, ability = ability, display = !ability.cancelDisplay, }; ability.ApplyAbility(trap, currentUnit, ref results); StartCoroutine(ExecuteAbilityTurn(results)); }
public void SetEvent(Ability_Event ae) { ability = ae; }
//display ability also ends event public void DisplayAbility(Ability_Event ability) { EndEvent(); state.gc.PlayEvent(ability, eventUnit); }