public TBGActionAttackMelee(int playerOwner, int unitIndex, BoardGame.BoardPath path, int damage, int targetUnitIndex, Basic.Vec2Int targetUnitPos, bool isTargetDead) : base(playerOwner, unitIndex) { _path = path; _damage = damage; _targetUnitIndex = targetUnitIndex; _targetUnitPos = targetUnitPos; _isTargetDead = isTargetDead; }
public TBGActionAttackRanged(int playerOwner, int unitIndex, Basic.Vec2Int posFrom, int damage, int targetUnitIndex, Basic.Vec2Int targetUnitPos, bool isFullDamage, bool isTargetDead) : base(playerOwner, unitIndex) { _posFrom = posFrom; _damage = damage; _targetUnitIndex = targetUnitIndex; _targetUnitPos = targetUnitPos; _isFullDamage = isFullDamage; _isTargetDead = isTargetDead; }