Esempio n. 1
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    public void BackButtonFunctionality(bool buttonPressed)
    {
        _combatManager = FindObjectOfType <CombatManager>();

        // Toggle selected unit portraits off
        _combatManager._unitHudInfo.ToggleTargetedUnitsPortrait(false);

        // Remove all unit select images
        _combatManager.ClearUnitSelectImages();

        //Destroy hit markers
        if (activeHitMarker)
        {
            DestroyActiveHitMarker(0);
        }

        // If the user pressed the 'back' button, give back mana to the user for the skill
        if (buttonPressed)
        {
            // Give mana back to relic for cancelling the skill
            StartCoroutine(_combatManager.activeUnit.UpdateCurMana(_combatManager.activeSkill.manaRequired, true));
        }

        // Clear targets
        _combatManager.ClearTargets();

        // Sets skill active as false
        _combatManager.activeAttackBar.UpdateActiveSkill(false);

        // Toggle to all skill panel
        _combatManager._unitHudInfo.ToggleToAllSkillsPanel();
    }
Esempio n. 2
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    public void ExitSkillDetailsButton()
    {
        // Remove skill detail panel, display all skill panel
        ExitSkillDetailPanel();

        // Remove all unit select images
        _combatManager.ClearUnitSelectImages();
    }
Esempio n. 3
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    public void ToggleSelectionImage(bool ifTargetIsMultiple)
    {
        // If unit is able to be targetable and a skill is active
        if (targetable && _combatManager.activeSkill)
        {
            // Clear unit select images
            _combatManager.ClearUnitSelectImages();

            // Add target to the selected targets
            _combatManager.AddTarget(unit);

            // If active skill target type is multiple
            if (ifTargetIsMultiple)
            {
                // Add all other enemies to the selected targets
                if (_combatManager.activeSkill.targetType == "Multiple")
                {
                    if (_combatManager.activeUnit.unitType == Unit.UnitType.ALLY)
                    {
                        for (int i = 0; i < _combatManager._enemies.Count; i++)
                        {
                            _combatManager._enemies[i].target.ToggleSelectionImage(false);
                        }
                    }
                }
            }
            // Update Unit's mana for skill cost
            StartCoroutine(_combatManager.activeUnit.UpdateCurMana(_combatManager.activeSkill.manaRequired, false));

            // Toggle off selected skill image
            _combatManager._unitHudInfo.ToggleSkillSelectionImage(_combatManager.activeSkill, false);

            // Prepare attack bar opening sequence
            StartCoroutine(_combatManager.activeAttackBar.PrepareAttackBarOpen());
        }
    }