private void CancelBarrelRoll() { Selection.ThisShip.IsLandedOnObstacle = false; inReposition = false; MonoBehaviour.Destroy(ShipStand); Game.Movement.CollidedWith = null; MovementTemplates.HideLastMovementRuler(); PreviousSubPhase.Resume(); }
public void CancelBoost() { Selection.ThisShip.IsLandedOnObstacle = false; MonoBehaviour.Destroy(ShipStand); GameManagerScript Game = GameObject.Find("GameManager").GetComponent <GameManagerScript>(); Game.Movement.CollidedWith = null; MovementTemplates.HideLastMovementRuler(); PreviousSubPhase.Resume(); }
private void CancelDecloak() { Selection.ThisShip.RemoveAlreadyExecutedAction(typeof(ActionsList.CloakAction)); Selection.ThisShip.IsLandedOnObstacle = false; inReposition = false; MonoBehaviour.Destroy(ShipStand); Game.Movement.CollidedWith = null; MovementTemplates.HideLastMovementRuler(); MovementTemplates.CurrentTemplate.gameObject.SetActive(true); PreviousSubPhase.Resume(); }
private void CancelBarrelRoll() { Selection.ThisShip.RemoveAlreadyExecutedAction(typeof(ActionsList.BarrelRollAction)); Selection.ThisShip.IsLandedOnObstacle = false; inReposition = false; MonoBehaviour.Destroy(ShipStand); GameManagerScript Game = GameObject.Find("GameManager").GetComponent <GameManagerScript>(); Game.Movement.CollidedWith = null; MovementTemplates.HideLastMovementRuler(); PreviousSubPhase.Resume(); }
public void CancelBoost() { TheShip.IsLandedOnObstacle = false; TheShip.RemoveAlreadyExecutedAction(typeof(ActionsList.BoostAction)); MonoBehaviour.Destroy(ShipStand); GameManagerScript Game = GameObject.Find("GameManager").GetComponent <GameManagerScript>(); Game.Movement.CollidedWith = null; MovementTemplates.HideLastMovementRuler(); PreviousSubPhase.Resume(); }
public void CancelBarrelRoll() { StopDrag(); Selection.ThisShip.RemoveAlreadyExecutedAction(typeof(ActionsList.BarrelRollAction)); Selection.ThisShip.IsLandedOnObstacle = false; GameManagerScript Game = GameObject.Find("GameManager").GetComponent <GameManagerScript>(); Game.Movement.CollidedWith = null; MonoBehaviour.Destroy(TemporaryShipBase); BarrelRollTemplate.SetActive(false); PreviousSubPhase.Resume(); }
public override void Next() { Game.UI.HideNextButton(); PreviousSubPhase.Resume(); base.Next(); }