public GrenadeControllerSwitchCommand(BattleUnit unit) : base(unit) { _defaultWeaponController = unit.WeaponController; _nullWeaponController = unit.GetComponentInChildren <NullWeaponController>(true); _grenadeController = unit.GetComponentInChildren <GrenadeController>(true); GameHelper.CheckForNull(_defaultWeaponController, nameof(GrenadeControllerSwitchCommand)); GameHelper.CheckForNull(_nullWeaponController, nameof(GrenadeControllerSwitchCommand)); GameHelper.CheckForNull(_grenadeController, nameof(GrenadeControllerSwitchCommand)); _grenadeController.OnGrenadeLaunchedCallback = OnGrenadeLaunchedCallback; }
public RandomAbilityCommand(BattleUnit unit, PassiveAbilityParams[] potentialAbilities) : base(unit) { _potentialAbilities = potentialAbilities.ToArray(); _abilityStatusController = unit.GetComponentInChildren <UnitAbilityStatusController>(true); GameHelper.CheckForNull(_abilityStatusController, nameof(RandomAbilityCommand)); }
public ClearAbilityCommand(BattleUnit unit) : base(unit) { _abilityStatusController = unit.GetComponentInChildren <UnitAbilityStatusController>(true); GameHelper.CheckForNull(_abilityStatusController, nameof(RandomAbilityCommand)); }