/** * Interface for Player used to generate activation tiles for ability activation * * Arguments * - Player player - The player * - Ability ability - The ability being activated */ public void GeneratorInterface(Player newPlayer, Ability newAbility) { double abilityRange = newAbility.GetRange(); /* The X and Z Coordinates of the calling player */ int playerPositionX = newPlayer.PlayerPosition().X * 2; int playerPositionZ = newPlayer.PlayerPosition().Z * 2; RangeType rangeType = newAbility.GetRangeType(); ActivationType activationType = newAbility.GetActivationType(); // First, destroy previous activation tiles DestroyActivationTiles(); // Second, set reference item. Set ability to be null item = null; ability = newAbility; // Third, start generating generateActivationTiles(abilityRange, playerPositionX, playerPositionZ, rangeType, activationType); }