void TileHit(MapSystem.Tile _tile) { TileHitEvent tileHitEventInfo = new TileHitEvent(); tileHitEventInfo.Description = "Actor " + gameObject.name + " has hit something"; tileHitEventInfo.tile_go = gameObject; tileHitEventInfo.FireEvent(); }
void TileAttack(MapSystem.Tile _tile) { TileAttackEvent tileAttackEventiInfo = new TileAttackEvent(); tileAttackEventiInfo.Description = "Unit " + gameObject.name + " has just attacked"; tileAttackEventiInfo.tile_go = gameObject; tileAttackEventiInfo.FireEvent(); }
void TakeDamage(MapSystem.Tile _tile) { TileDamageEvent tileDamageEventInfo = new TileDamageEvent(); tileDamageEventInfo.Description = "Actorr] " + gameObject.name + " has taken damage."; tileDamageEventInfo.tile_go = gameObject; tileDamageEventInfo.FireEvent(); }
void TileDie(MapSystem.Tile _tile) { TileDeathEvent tileDeathEventInfo = new TileDeathEvent(); tileDeathEventInfo.Description = "Actor " + gameObject.name + " has died."; tileDeathEventInfo.tile_go = gameObject; tileDeathEventInfo.FireEvent(); Destroy(gameObject); }
void Heal(MapSystem.Tile _tile) { }