private void ShowNextPushAway() { if (unitToPushRemaining.Count == 0) { FinishCurrentStep(); return; } currentDefender = unitToPushRemaining[0]; unitToPushRemaining.RemoveAt(0); SetDefenderPanel(); SetAttackerPanel(); defenderPortraitRenderer.material = currentDefender.portrait; attackerPortraitRenderer.material = attackerRecieved.portrait; currentDefender.ShowAttackedBrillance(); if (movementRecieved.PushDamage > 0) { ShowNextPushAwayBlockDodge(); } else { ShowNextPushAwayPush(); } }
private void SetNextToCurrent() { var next = defensesToResolve.First(); defenderCurrent = next; defenderCurrent.ShowAttackedBrillance(); defenseCurrent = defenderCurrent.GetDefenseDices(attackRecieved.MagicAttack); blockRoll = 0; dodgeRoll = 0; }
private void ShowNextInitialPush() { if (unitToPushRemaining.Count == 0) { FinishCurrentStep(); return; } currentDefender = unitToPushRemaining[0]; unitToPushRemaining.RemoveAt(0); defenderPortraitRenderer.material = currentDefender.portrait; attackerPortraitRenderer.material = attackerRecieved.portrait; SetDefenderPanel(); SetAttackerPanel(); currentDefender.ShowAttackedBrillance(); pushMover.SetupAndShow(currentDefender, MoveChoserType.Push, attackerRecieved); }