//public void HandleBattleCommandExecuteUnitActions(NetReceivedData receivedData) //{ // if (receivedData.data is BattleCommandExecuteUnitActions battleCommand) // { // receivedData.requestHandled = true; // // TODO: Handle all unit actions // // TODO: Await completion of all unit actions // receivedData.SendResponse(true); // } //} #endregion #region Managing units private void SpawnUnitFor(UnitInstanceData unitInstanceData) { BattleUnit battleUnit = Instantiate(battleUnitPrefab, unitSpawnParent); battleUnit.Initialize(unitInstanceData); spawnedUnits.Add(battleUnit); }
public void Initialize(UnitInstanceData unitInstanceData) { unitInstanceId = unitInstanceData.unitInstanceId; SetAttack(unitInstanceData.attack); SetCount(unitInstanceData.count); playerId = unitInstanceData.playerId; isFriendlyUnit.Value = playerId == BBClient.Instance.PlayerId; SetColor(); tile = BattleController.Instance.board[unitInstanceData.x, unitInstanceData.y]; transform.position = tile.centerTransform.position; }