void UpdateSelectedUnit() { if (GameRound.instance.currentPlayer == null) { return; } SmoothlyTransitionActivity(unitPanel, unitWeShowStatsOf != null, 0.1f); if (GameRound.instance.currentPlayer.type == PlayerType.AI) { //?? } else { unitWeShowStatsOf = GameRound.instance.currentPlayer.selectedUnit; if (unitWeShowStatsOf != null) { FillTheBar(); unitName.text = unitWeShowStatsOf.info.unitName; if (unitWeShowStatsOf is Hero) { unitName.text += " " + (unitWeShowStatsOf as Hero).heroName; } } } }
public void SetCamToU(BattlescapeLogic.Unit unit) { if (routine != null) { StopCoroutine(routine); } routine = StartCoroutine(SetCameraToUnit(unit)); }
// this one will be used for following a unit as long as the "condition" for continuing the loop is met - like "follow unit untill it ends its movement". IEnumerator SetCameraToUnit(BattlescapeLogic.Unit unit, bool condition) { manualCamera = false; while (condition) { transform.position = Vector3.Lerp(transform.position, unit.transform.position + new Vector3(0, startector.y, -3), Time.deltaTime * transitionSpeed); LocalRotation = Quaternion.identity.eulerAngles; yield return(null); } manualCamera = true; }
public void OnAttack(BattlescapeLogic.Unit Attacker, BattlescapeLogic.Unit Defender) { if (Attacker == myUnit && GameRound.instance.currentPhase == TurnPhases.Attack && myUnit.IsInCombat() == false) { if (Application.isEditor) { DestroyImmediate(transform.GetChild(0).gameObject); } else { Destroy(transform.GetChild(0).gameObject); } } }
public static void UpdateUnitInfo(BattlescapeLogic.Unit currUnit) { currentInstance.UpdateInfo(currUnit); }
void Start() { myUnit = GetComponentInParent <BattlescapeLogic.Unit>(); //CombatController.Instance.AttackEvent += OnAttack; }