public override void Execute()
    {
        parentMenu.gameObject.SetActive(false);
        Debug.Log("attack! - " + combatant);

        BattleOrder order = new BattleOrder();

        order.Action          = "attack";
        order.SourceCombatant = combatant;

        MapManager map = GameObject.FindGameObjectWithTag("Map").GetComponent <MapManager>();
        //List<Tile> tiles = map.GetTilesInRange(combatant.Tile, 1, true);
        List <Tile> tiles = map.GetTilesInRangeThreadsafe(combatant.Tile.TileData, 1, TeamId.MOVE_THROUGH_ALL)
                            .ConvertAll(t => t.Tile);

        tiles.Remove(combatant.Tile);

        GameObject objToSpawn = new GameObject("Tile Picker - Attack");

        objToSpawn.AddComponent <TilePicker>();
        TilePicker tilePicker = objToSpawn.GetComponent <TilePicker>();

        tilePicker.SetTiles(tiles);
        tilePicker.battleStateTracker.previous = this.parentMenu.battleStateTracker;
        tilePicker.SetBattleOrder(order);

        parentMenu.CleanUp();
    }
Esempio n. 2
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    public override void Execute()
    {
        parentMenu.gameObject.SetActive(false);
        Debug.Log("Move! - " + combatant);

        BattleOrder order = new BattleOrder();

        order.Action          = "move";
        order.SourceCombatant = combatant;

        MapManager map = GameObject.FindGameObjectWithTag("Map").GetComponent <MapManager>();
        //List<Tile> tiles = map.GetTilesInRange(combatant.Tile, combatant.Stats.Movement, false);
        List <Tile> tiles = map.GetTilesInRangeThreadsafe(combatant.Tile.TileData, combatant.Stats.Movement).ConvertAll(t => t.Tile);

        tiles = TileUtility.FilterOutOccupiedTiles(tiles);

        // TODO also maybe cache tilepicker results

        GameObject objToSpawn = new GameObject("Tile Picker - Move");

        objToSpawn.AddComponent <TilePicker>();
        TilePicker tilePicker = objToSpawn.GetComponent <TilePicker>();

        tilePicker.SetTileParamsMove(combatant);
        //tilePicker.SetTiles(tiles);
        tilePicker.battleStateTracker.previous = this.parentMenu.battleStateTracker;
        tilePicker.SetBattleOrder(order);

        parentMenu.CleanUp();
    }