private void UnitAbilitiesWindow_SelectedAbility(object sender, AbilitySelectedEventArgs e) { if (!IsActive) { return; } if (!e.User.CanUseAbility(e.Ability)) { return; } _gameBattle.AddInputState(_inputStateFactory.ResolveTargetAbilityState(e.User, e.Ability)); }
private void AbilityButtonSelected(IAbilitySelectionButton button, AbilitySelectedEventArgs e) { SelectedAbility?.Invoke(this, e); }