private void DisplayActionTargetRestrictions(BattleAction action) { foreach (IBattleActionElement element in action.TargetingRestrictions) { BattleActionElementDisplay display = BattleActionElementDisplayManager.Instance.GetDisplay(element); targetRestictionLayout.Add(display.transform); } }
private void DisplayActionNodes(BattleAction action) { foreach (IBattleActionElement element in action.TargetedActions) { BattleActionElementDisplay display = BattleActionElementDisplayManager.Instance.GetDisplay(element); if (display != null) { display.transform.SetParent(actionLayout, false); } } }
private void DisplayActionCost(BattleAction action) { var costs = action.ActorRestrictions.Where(r => r is ManaRestriction || r is HealthRestriction); foreach (IBattleActionElement element in costs) { BattleActionElementDisplay display = BattleActionElementDisplayManager.Instance.GetDisplay(element); actionCostLayout.Add(display.transform); } }
private void DisplayActionPositionRestrictions(BattleAction action) { var nonCosts = action.ActorRestrictions.Where(r => !(r is ManaRestriction) && !(r is HealthRestriction)); foreach (IBattleActionElement element in nonCosts) { BattleActionElementDisplay display = BattleActionElementDisplayManager.Instance.GetDisplay(element); positionRestrictionLayout.Add(display.transform); } }
public BattleActionElementDisplay GetDisplay(IBattleActionElement element) { // If there is a display for the given element, make it! BattleActionElementDisplay prefab = GetPrefab(element); if (prefab != null) { BattleActionElementDisplay instance = Instantiate(prefab); instance.Setup(element); return(instance); } // No applicable display - give em nutin! return(null); }