public override void LoadAction(GridUnit gridUnit) { if (gridUnit != null) { InteractionHook ih = gridUnit.currentInteractionHook; if (ih != null) { ih.interaction = new SceneTriggerInteraction(targetScene, unitItem, stackSize); gridUnit.StoreInteractionHook(ih); return; } else { Debug.Log("Ih is null!"); } } }
public override void LoadAction(GridUnit gridUnit) { if (gridUnit != null) { InteractionHook ih = gridUnit.currentInteractionHook; if (ih != null) { ih.interaction = new WorldInteraction(); gridUnit.StoreInteractionHook(ih); return; } else { Debug.Log("Ih is null!"); } } }
public override void LoadAction(GridUnit gridUnit) { if (gridUnit != null) { UnitController unitController = (UnitController)gridUnit; InteractionHook ih = gridUnit.currentInteractionHook; if (ih != null) { //Basically always the same, since we just want to store interactionHook if (unitController.AttackType.Equals(UnitAttackType.RANGED)) { ih.interaction = new InitiateRangedAttack(); } else if (unitController.AttackType.Equals(UnitAttackType.MELEE)) { ih.interaction = new InitiateMeleeAttack(); } else if (unitController.AttackType.Equals(UnitAttackType.MAGIC)) { Debug.Log("Future magic attack"); //ih.interaction = new InitiateMagicAttack(); } else { Debug.Log("Missing attack type!"); } gridUnit.StoreInteractionHook(ih); return; } else { Debug.Log("Ih is null!"); } } }