Esempio n. 1
0
 public void update(Map_Object unit)
 {
     base.update();
     if (Status_Timer == 0 && Statuses.Count > 1)
     {
         Status_Index = (Status_Index + 1) % Statuses.Count;
     }
     if (unit != null && unit is Game_Unit)
     {
         Hp_Gauge.update(unit as Game_Unit);
         if (Animation != null)
         {
             update_animation(unit as Game_Unit);
         }
         else if (!Hold_Animation)
         {
             (unit as Game_Unit).update_sprite_frame(this);
         }
     }
     else
     {
         if (Animation != null)
         {
             update_animation(null);
         }
         else if (!Hold_Animation)
         {
             Map_Object.UpdateSpriteIdleFrame(this);
         }
     }
 }
 protected override void cursor_move_to(Map_Object target)
 {
     base.cursor_move_to(target);
     if (Manual_Targeting)
     {
         return;
     }
     // Skills: Swoop
     if (get_unit().swoop_activated)
     {
         // Redraw current attack range under targeted units
         Global.game_temp.temp_skill_ranges["SWOOP"] = get_unit().swoop_range();
     }
     // Skills: Old Swoop
     else if (get_unit().old_swoop_activated)
     {
         // Redraw current attack range under targeted units
         Global.game_temp.temp_skill_ranges["OLDSWOOP"] = get_unit().old_swoop_range(get_unit().facing);
     }
     else if (get_unit().trample_activated)
     {
         // Redraw current attack range under targeted units
         Global.game_temp.temp_skill_ranges["TRAMPLE"]      = get_unit().trample_range(get_unit().facing);
         Global.game_temp.temp_skill_move_ranges["TRAMPLE"] = get_unit().trample_move_range(get_unit().facing);
     }
 }
        protected virtual void cursor_move_to(Map_Object target)
        {
            if (Manual_Targeting)
            {
                return;
            }
            Vector2 loc = target.loc_on_map();

            cursor_move_to(loc);
        }
Esempio n. 4
0
 private Unit_Passable tile_unit_passability(Game_Unit unit, Vector2 loc, Map_Object unit_here)
 {
     if (unit.is_passable_team(unit_here))
     {
         return(Unit_Passable.PassableAlly);
     }
     else
     {
         if (FullMoveThroughEnemies)
         {
             return(Unit_Passable.PassableFullMoveEnemy);
         }
         else if (unit.can_pass_enemies())
         {
             return(Unit_Passable.PassableAlly);
         }
         if (IgnoreUnits)
         {
             return(Unit_Passable.PassableEnemy);
         }
         return(Unit_Passable.Blocked);
     }
 }