Esempio n. 1
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 public void SetStateForceMove(Vector3 pos)
 {
     worldTarget           = pos;
     unit.stateC.nextState = forceMoveState;
     activeOrderUI         = moveUI;
     activeOrderUI.InitializeUI(this);
 }
Esempio n. 2
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 public void SetStateFollow()
 {
     unit.stateC.nextState = followState;
     activeOrderUI         = followUI;
     activeOrderUI.InitializeUI(this);
     AkSoundEngine.PostEvent(unit.preset.BarkFollow, gameObject);
 }
Esempio n. 3
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 public void SetStateCastGround(Vector3 pos)
 {
     worldTarget           = pos;
     unit.stateC.nextState = castGroundState;
     activeOrderUI         = castGroundUI;
     activeOrderUI.InitializeUI(this);
     AkSoundEngine.PostEvent(unit.preset.BarkAbility, gameObject);
 }
Esempio n. 4
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 public void SetStateAttackTarget(GameUnit lockedTarget)
 {
     unit.stateC.nextState = attackTargetState;
     unit.stateC.cmdTarget = lockedTarget;
     activeOrderUI         = attackUI;
     activeOrderUI.InitializeUI(this);
     AkSoundEngine.PostEvent(unit.preset.BarkAttack, gameObject);
 }
Esempio n. 5
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 public void SetStateAttackMove(Vector3 pos)
 {
     worldTarget           = pos;
     unit.stateC.nextState = attackMoveState;
     activeOrderUI         = attackMoveUI;
     activeOrderUI.InitializeUI(this);
     AkSoundEngine.PostEvent(unit.preset.BarkMove, gameObject);
 }
Esempio n. 6
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 public override void InitializeController()
 {
     player = ReInput.players.GetPlayer(playerName);
     unit.spriteC.SetUnitColor(squadColor);
     orderSprite.color = squadColor;
     activeOrderUI     = followUI;
     activeOrderUI.InitializeUI(this);
     unit.spriteC.rangeDisplay.SetDisplay(unit.preset.ability [1].maxRange);
     unit.spriteC.rangeDisplay.gameObject.SetActive(true);
 }