public UnitAttackAction(EventID eventID, object sender, EventArgs<Faction, Unit, Unit> e) : base(eventID, sender, e) { this.activeFaction = e.Value; this.selectedUnit = e.Value2; this.targetUnit = e.Value3; }
public UnitCaptureAction(EventID eventID, object sender, EventArgs<Faction, Unit, Tile> e) : base(eventID, sender, e) { this.activeFaction = e.Value; this.selectedUnit = e.Value2; this.targetTile = e.Value3; }
public override IEnumerator Execute() { this.activeFaction = TurnHandler.Instance.ActiveFaction; if (activeFaction != null) { turnIndicator.SetColor(turnIndicator.Panel, new Color( activeFaction.UnitColor.r, activeFaction.UnitColor.g, activeFaction.UnitColor.b, 0.75f)); turnIndicator.SetText(turnIndicator.Text, activeFaction.Name.ToUpper() + " TURN"); turnIndicator.Show(); } yield return new WaitForSeconds(showDuration); turnIndicator.Hide(); yield return null; }
public DeactivateUnitEvent(EventID eventID, object sender, EventArgs<Actors.Cursor, Faction> e) : base(eventID, sender, e) { this.cursor = e.Value; this.faction = e.Value2; }
public UnitWaitAction(EventID eventID, object sender, EventArgs<Faction, Unit> e) : base(eventID, sender, e) { this.activeFaction = e.Value; this.selectedUnit = e.Value2; }