private void OnMouseDown() { EventPool.Trigger(EventTypes.Cancel); GetComponent <SpriteRenderer>().enabled = false; GetComponent <Collider2D>().enabled = false; transform.GetChild(0).gameObject.SetActive(false); }
public void Remove(UnitController unit) { BattlefieldUnit battlefieldUnit = (from placeUnit in PlaceUnitList where placeUnit.Unit == unit select placeUnit).First(); battlefieldUnit.Unit = null; #region Check if end of battle bool playersArmy = battlefieldUnit.Place.PlayersArmy; bool end = true; foreach (BattlefieldUnit placeUnit in PlaceUnitList) { if (placeUnit.Place.PlayersArmy == playersArmy && placeUnit.Unit != null) { end = false; } } if (end) { EventPool.Trigger(EventTypes.EndBattle, !playersArmy); } #endregion }
private void OnMouseDown() { if (!Targetable) { return; } EventPool.Trigger(EventTypes.Targeted, this); }
private void Update() { if (Input.GetKeyDown(KeyCode.S)) { // Triggering an event can be done from anywhere in your code. EventPool.Trigger <string, int, float>("MousePos", Input.mousePosition.x.ToString(), Mathf.RoundToInt(Input.mousePosition.y), Input.mousePosition.z); } }
protected override void DefaultAction() { BattlefieldUnits battlefieldUnits = InfoPool.Request <BattlefieldUnits>("Battlefield units"); foreach (UnitController unit in battlefieldUnits.Units) { unit.Health -= 1; } EventPool.Trigger(EventTypes.ActionNoTarget, _avatarController.Player); gameObject.SetActive(false); }
protected override void DefaultAction() { _unitController.Defense += Increase; _unitController.StatusEffects.Add(new StatusEffect { Type = StatusEffectType.DefUp, OwnTurns = Duration, GlobalTurns = -1, RemoveEffect = delegate { _unitController.Defense -= Increase; } }); EventPool.Trigger(EventTypes.ActionNoTarget, _unitController.PlayersArmy); }
protected override void DefaultAction() { BattlefieldUnits battlefieldUnits = InfoPool.Request <BattlefieldUnits>("Battlefield units"); foreach (UnitController unit in battlefieldUnits.UnitsOf(_unitController.PlayersArmy)) { UnitController sameStupidUnit = unit; sameStupidUnit.Initiative += Increase; sameStupidUnit.StatusEffects.Add(new StatusEffect { Type = StatusEffectType.Eager, OwnTurns = Duration, GlobalTurns = -1, RemoveEffect = () => sameStupidUnit.Initiative -= Increase }); } EventPool.Trigger(EventTypes.ActionNoTarget, _unitController.PlayersArmy); }
protected override void DefaultAction() { BattlefieldUnits battlefieldUnits = InfoPool.Request <BattlefieldUnits>("Battlefield units"); foreach (UnitController unit in battlefieldUnits.UnitsOf(_avatarController.Player)) { UnitController sameStupidUnit = unit; sameStupidUnit.Attack += 1; sameStupidUnit.StatusEffects.Add(new StatusEffect { Type = StatusEffectType.AttackUp, OwnTurns = -1, GlobalTurns = 1, RemoveEffect = delegate { sameStupidUnit.Attack -= 1; } }); } EventPool.Trigger(EventTypes.ActionNoTarget, _avatarController.Player); //gameObject.SetActive(false); }
protected override void DefaultAction() { EventPool.Trigger(EventTypes.ActionNoTarget, _unitController.PlayersArmy); }
protected override void DefaultAction() { EventPool.Trigger(EventTypes.ActionFriendlyTarget, ActionType.Regenerate, _unitController); }
protected override void DefaultAction() { EventPool.Trigger(EventTypes.ActionEnemyTarget, ActionType.DeepWounds, _unitController); }
void AddMessageToList() { EventPool.Trigger(EventTypes.MessageArrived, "Title", "Message" + _temp++); DisplayUnreadMessages(); }
private void Die() { EventPool.Trigger(EventTypes.UnitDeath, this); _anim.SetTrigger("die"); }
protected override void DefaultAction() { EventPool.Trigger(EventTypes.ActionFriendlyTargetAvatar, ActionType.PotionOfHealth, _avatarController); gameObject.SetActive(false); }
private void OnMouseDown() { EventPool.Trigger(EventTypes.MoveTo, _tr); }
private void OnMouseExit() { EventPool.Trigger(EventTypes.ActionTipReset, TipText); }
private void OnMouseEnter() { EventPool.Trigger(EventTypes.ActionTipSet, TipText); }