void SetUp() { var unit = CompornentUtility.FindCompornentOnScene <UnitSelector>().ActivUnit; unitBehaviour = new MoveBehaviour(unit); unitBehaviour.SetUp(); }
private void Start() { selector = AddSelector(); selector.OnSelect = Selected; selectCollider.SetActive(false); }
void BehaviourSetUp() { TurnManager.Instance.NextTurn(); var unit = CompornentUtility.FindCompornentOnScene <UnitSelector>().ActivUnit; if (unit.Army == PlayerInfo.Instance.team) { unitBehaviour = new MoveBehaviour(unit); } else { } unitBehaviour.SetUp(); }
// Use this for initialization void Start () { DefaultSize = 1.2f * ISSCBGrid.ISSC_BLOCK_UNIT_SIZE; sb = SelectBehaviour.Change; }
// Use this for initialization void Start() { DefaultSize = 1.2f * ISSCBGrid.ISSC_BLOCK_UNIT_SIZE; sb = SelectBehaviour.Change; }
private void setupSelection() { selector = this.gameObject.AddComponent <SelectBehaviour>(); selector.OnSelect = this.Selected; }
public void SelectCollision(bool entered, SelectBehaviour selector) { canSelect = entered; this.selector = entered == true ? selector : null; }