public void Enable(UnitDisplay selectedUnit, HealingAbility healingAbility)
    {
        this.Enable();
        this.selectedUnit = selectedUnit;

        this.points = this.boardCreator.BlinkHealTargets(selectedUnit, healingAbility.range);

        CursorController.SetPointer();

        Dialog.instance.ShowDialog("Choose ally unit to heal (Heal ability)", "Cancel", this.EnableNoSelectionsState);

        Unibus.Subscribe <UnitDisplay>(BoardCreator.UNIT_CLICKED_ON_BOARD, OnUnitSelectedOnBoard);
        Unibus.Subscribe <UnitDisplay>(BoardCreator.UNIT_MOUSE_ENTER_ON_BOARD, OnUnitMouseEnterOnBoard);
        Unibus.Subscribe <UnitDisplay>(BoardCreator.UNIT_MOUSE_EXIT_ON_BOARD, OnUnitMouseExitOnBoard);
    }
 private void ClearEquipment()
 {
     WeaponAbility.GetComponent <WeaponAbility>().GetItem(null, null);
     HealingAbility.GetComponent <HealingAbility>().GetItem(null, null);
     CombatAbility.GetComponent <CombatAbility>().GetItem(null, null);
 }
 private void UpdateEquipment()
 {
     WeaponAbility.GetComponent <WeaponAbility>().GetItem(activeCharacter, pivotCharacter);
     HealingAbility.GetComponent <HealingAbility>().GetItem(activeCharacter, pivotCharacter);
     CombatAbility.GetComponent <CombatAbility>().GetItem(activeCharacter, pivotCharacter);
 }
Esempio n. 4
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 private void EnableSelectingHealingTargetState(HealingAbility ability)
 {
     this.Disable();
     this.states.selectingHealingTargetState.Enable(this.selectedUnit, ability);
 }
Esempio n. 5
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 public void SetUpHealingAbility()
 {
     healingAbility = new HealingAbility(new AbilitiesDatabaseConn("HealingAbility"));
     healingAbility.SetCharacterAnimationController(characterAnimationController);
 }
 void OnEnable()
 {
     m_healingAbility = GetComponent<HealingAbility> ();
             m_slowdownAbility = GetComponent<SlowdownAbility> ();
             m_gravityWellAbility = GetComponent<GravityWellAbility> ();
 }
    public override IAbilityComponent Duplicate()
    {
        HealingAbility copy = new HealingAbility(Data, ParentAbility);

        return(copy);
    }