public override SignalAwaiter Replay(bool remote = true) { // little different, need to create the unit // when it gets created, spawn action happens Spawner.WithGlobalPositions(); Unit unit = Spawner.Spawn(UnitType) .At(SpawnWorldPosition) .In(Global.Instance) .As <Unit>(); unit.Guid = UnitGuid; // set to remote controlled state if (remote) { unit.State.Change <RemoteControlledState>(); } return(ActionUnit.ToSignal(ActionUnit, nameof(Unit.FinishedSpawning))); }
public override SignalAwaiter Replay(bool remote = true) { ActionUnit.DieAction(); return(ActionUnit.ToSignal(ActionUnit, nameof(Unit.FinishedDying))); }
public override SignalAwaiter Replay(bool remote = true) { ActionUnit.FightAction(Unit.FromGuid(OtherUnitGuid)); return(ActionUnit.ToSignal(ActionUnit, nameof(Unit.FinishedFighting))); }
public override SignalAwaiter Replay(bool remote = true) { ActionUnit.MoveToAction(WorldDestination); return(ActionUnit.ToSignal(ActionUnit, nameof(Unit.FinishedMoving))); }