public void SetFocusToCharacter() { if (CharacterCombative != null) { MoveButtonManager.SetFocusUnit(CharacterCombative); } }
public void SelectCharacterForCombat() { if (CharacterCombative != null) { MoveButtonManager.SetFocusUnit(CharacterCombative); PlayerUnitManager.SetActivePlayerUnit(CharacterCombative); } }
public override void OnInspectorGUI() { base.OnInspectorGUI(); BaseUnit b = (BaseUnit)target; GUILayout.BeginHorizontal(); if (GUILayout.Button("Generate Unit Stats")) { b.GenerateUnitStats(); } if (GUILayout.Button("Set as Focus Unit for Moveset")) { MoveButtonManager.SetFocusUnit(b); } GUILayout.EndHorizontal(); if (b.UnitStats != null) { GUILayout.Label("Current Unit Max Stats:", EditorStyles.boldLabel); for (int i = 0; i < b.UnitStats.Count; i++) { GUILayout.Label(b.UnitStats.ElementAt(i).Key.ToString() + ": " + b.UnitStats.ElementAt(i).Value.ToString()); } } if (b.UnitCombatMoves != null) { GUILayout.Label("Unit Attacks: ", EditorStyles.boldLabel); for (int j = 0; j < b.UnitCombatMoves.Count; j++) { GUILayout.Label(b.UnitCombatMoves[j].GetMoveByType().MoveName + ": " + b.UnitCombatMoves[j].GetMoveByType().StaminaRequired.ToString() + " Stamina Required"); } } }