IEnumerator DelayKill(UnitProxy obj, UnitProxy cUnit) { //Log the kill with the unit //cUnit.AddLevel(); //Perform after kill skills cUnit.AcceptAction(Skill.Actions.DidKill, obj); //yield return new WaitForSeconds(UnitProxy.ATK_WAIT * 2); obj.FloatUp(Skill.Actions.DidKill, "Death", Color.red, "Killed Unit", false, true); //yield return new WaitForSeconds(UnitProxy.NO_ATK_WAIT); //Check the conditiontracker for game end //ConditionTracker.instance.EvalDeath(obj); //Turn off the tiles //StartCoroutine(ResetTiles()); yield return(null); }
public override void DidAttack(UnitProxy attacker, UnitProxy defender) { defender.FloatUp(Skill.Actions.DidAttack, "nullified", Color.grey, "Unit's skills are nullified", false); //defender.GetData().SetNullified(true); defender.SetNullified(true); }