Exemple #1
0
    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);
    }
Exemple #2
0
 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);
 }