void OnCharacterReady(CharacterReadyEventInfo characterReadyEventInfo) { // record which freindly character has been selected SelectedCharacter = characterReadyEventInfo.UnitGO; // Create action panel for this character TransferAbilityState(abilityState, AbilityState.ActionSelect); ActionPanel.SetActive(true); ActionPanelSetup(SelectedCharacter); }
public void UnregisterEventCallbacks() { SelectedObjectEventInfo.UnregisterListener(OnHighlightSelected); CharacterReadyEventInfo.UnregisterListener(OnCharacterReady); BattleWonEventInfo.UnregisterListener(OnBattleWon); HPChangedEventInfo.UnregisterListener(OnHPChange); MPChangedEventInfo.UnregisterListener(OnMPChange); HeroDeathEventInfo.UnregisterListener(OnHeroDeath); DeathEventInfo.UnregisterListener(OnUnitDied); UnitSpawnEventInfo.UnregisterListener(OnUnitSpawn); }