public static void HandleInput(Player player, TargetManager targetManager) { if (player.SelectedObject != null && player.SelectedObject is Unit) { Unit selectedUnit = (Unit)player.SelectedObject; for (int i = 0; i < hotkeys.Length; i++) { if (Input.GetButtonDown(hotkeys[i]) || (Gamepad.GetButtonDown(hotkeys[i]) && !Gamepad.GetButton(InputNames.SELECTION_MODIFIER))) { InputToCommandManager.AbilityHotkeyToState(targetManager, selectedUnit.GetStateController(), i); return; } } } }
private static void UseAbilityOnAllies(Player player) { // make sure that a current selection (ability user) belongs to the player and is a Unit if ( player.SelectedObject && player.SelectedObject.GetPlayer().username == player.username && player.SelectedObject is Unit ) { var abilityUser = (Unit) player.SelectedObject; InputToCommandManager.AlliesAbilityTargetSelectionToState( abilityUser.GetStateController(), player.selectedAlliesTargettingAbility); AbilityUtils.ResetAbilitySelection(player); } }
public static void ApplyAllyAbilityToTarget(WorldObject allyTarget, Player player) { // make sure that a current selection (ability user) belongs to the player and is a Unit if ( allyTarget != null && player.SelectedObject && player.SelectedObject.GetPlayer().username == player.username && player.SelectedObject is Unit ) { var abilityUser = (Unit)player.SelectedObject; InputToCommandManager.AllyAbilityTargetSelectionToState( abilityUser.GetStateController(), player.selectedAllyTargettingAbility, allyTarget); ResetAbilitySelection(player); } }