void BuffSkill(Skill skill) { BuffSkill bSkill = (BuffSkill)skill; if (bSkill._affectsWholeSide) { if (bSkill._affectsAllies) { turn._command._targets = battle._activeParty; } else if (bSkill._affectsOpponents) { turn._command._targets = battle._activeEnemies; } sm.ChangeState(StateID.PlayerTurnAction); } else { if (bSkill._affectsAllies) { turn._targets = battle._activeParty; } else if (bSkill._affectsOpponents) { turn._targets = battle._activeEnemies; } sm.ChangeState(StateID.PlayerTurnTarget); } }
void UseBuffSkill(Skill skill) { BuffSkill bSkill = (BuffSkill)skill; if (bSkill._affectsWholeSide) { if (bSkill._affectsAllies) { turn._command._targets = battle._activeEnemies; } else if (bSkill._affectsOpponents) { turn._command._targets = battle._activeParty; } } else { if (bSkill._affectsAllies) { turn._command._targets = new BattleChar[] { combatant }; } else if (bSkill._affectsOpponents) { turn._command._targets = new BattleChar[] { activeParty[Random.Range(0, activeParty.Length)] }; } } }
public BuffCommand(BattleChar instigator, BuffSkill skill) : base(instigator) { this.skill = skill; ui = game._ui; delay = game._battle._delay; }