public override bool Tick(Unit.Unit unit) { return(_isFinished); }
public override void StartAction(Unit.Unit unit) { _agent.Execute(); }
public override bool Tick(Unit.Unit actor) => true;
public void StartAction(Unit.Unit unit) { unit.StartCoroutine(Execute()); }
public bool Tick(Unit.Unit actor) { return(_isFinished); }
public void StartAction(Unit.Unit unit) { var projectile = Object.Instantiate(_projectile, unit.transform.position, Quaternion.identity).GetComponent <ProjectileBehaviour>(); projectile.Fire(unit, _endPoint, () => _isComplete = true); }
public bool Tick(Unit.Unit actor) { return(_isComplete); }
private void AuthorityHandleUnitDeSpawned(Unit.Unit unit) { myUnits.Remove(unit); }
private void AuthorityHandleUnitSpawned(Unit.Unit unit) { myUnits.Add(unit); }
public WinningAreaEntry(Unit.Unit unit, Side side, int round) { this.unit = unit; this.side = side; this.roundEntered = round; }
protected virtual void Awake() { _unit = GetComponent <Unit.Unit>(); }
void Select(Unit.Unit unit) { selected = unit; }