private void Start() { BattlefieldUnits.SetUnitAllegiances(); PlayerController player = Player as PlayerController; if (player != null) { player.SetUnits(BattlefieldUnits.UnitsOf(player.Player)); } player = Enemy as PlayerController; if (player != null) { player.SetUnits(BattlefieldUnits.UnitsOf(player.Player)); } AdvanceUnit(); }
protected override void DefaultAction() { BattlefieldUnits battlefieldUnits = InfoPool.Request <BattlefieldUnits>("Battlefield units"); foreach (UnitController unit in battlefieldUnits.UnitsOf(_avatarController.Player)) { UnitController sameStupidUnit = unit; sameStupidUnit.Attack += 1; sameStupidUnit.StatusEffects.Add(new StatusEffect { Type = StatusEffectType.AttackUp, OwnTurns = -1, GlobalTurns = 1, RemoveEffect = delegate { sameStupidUnit.Attack -= 1; } }); } EventPool.Trigger(EventTypes.ActionNoTarget, _avatarController.Player); //gameObject.SetActive(false); }
protected override void DefaultAction() { BattlefieldUnits battlefieldUnits = InfoPool.Request <BattlefieldUnits>("Battlefield units"); foreach (UnitController unit in battlefieldUnits.UnitsOf(_unitController.PlayersArmy)) { UnitController sameStupidUnit = unit; sameStupidUnit.Initiative += Increase; sameStupidUnit.StatusEffects.Add(new StatusEffect { Type = StatusEffectType.Eager, OwnTurns = Duration, GlobalTurns = -1, RemoveEffect = () => sameStupidUnit.Initiative -= Increase }); } EventPool.Trigger(EventTypes.ActionNoTarget, _unitController.PlayersArmy); }