private IEnumerator UseSkill(string skillName, Transform character) { yield return(new WaitForSeconds(1.5f)); character.GetComponent <CharacterAction>().SetSkill(skillName); var f = new Vector3(40.5f, 0, 34.5f); UnitSkill unitSkill = SkillManager.GetInstance().skillQueue.Peek().Key as UnitSkill; rtsCamera.FollowTarget(f); yield return(new WaitForSeconds(0.5f)); unitSkill.Focus(f); yield return(new WaitForSeconds(0.5f)); unitSkill.Confirm(); yield return(new WaitUntil(() => { return unitSkill.complete == true; })); rtsCamera.FollowTarget(character.position); ChooseDirection chooseDirection = SkillManager.GetInstance().skillQueue.Peek().Key as ChooseDirection; yield return(null); chooseDirection.OnArrowHovered("right"); yield return(new WaitForSeconds(1f)); chooseDirection.Confirm_AI(); }
IEnumerator turnToAI(string orientation) { ChooseDirection chooseDirection = SkillManager.GetInstance().skillQueue.Peek().Key as ChooseDirection; yield return(null); chooseDirection.OnArrowHovered(orientation); yield return(new WaitForSeconds(1f)); chooseDirection.Confirm_AI(); yield return(0); }
public static IEnumerator TurnToAI(Unit aiUnit, string orientation) { if (SkillManager.GetInstance().skillQueue.Count == 0) { aiUnit.GetComponent <CharacterAction>().SetSkill("ChooseDirection"); //for more move step } ChooseDirection chooseDirection = SkillManager.GetInstance().skillQueue.Peek().Key as ChooseDirection; yield return(0); chooseDirection.OnArrowHovered(orientation); yield return(new WaitForSeconds(1f)); chooseDirection.Confirm_AI(); yield return(0); }