public void SetTurnOrder(List <FightingEntity> fighters) { this.turnOrderHeaderText.gameObject.SetActive(true); turnTexts = new List <BasicText>(); this.arrows = new List <GameObject>(); this.index = 0; for (int i = 0; i < fighters.Count; i++) { FightingEntity fighter = fighters[i]; BasicText instantiatedText = Instantiate <BasicText>(turnTextPrefab); instantiatedText.text.SetText(fighter.Name); instantiatedText.text.color = fighter.GetOrderColor(); instantiatedText.transform.SetParent(turnOrderParent); turnTexts.Add(instantiatedText); if (i != fighters.Count - 1) { GameObject arrow = Instantiate(arrowPrefab); arrow.transform.SetParent(turnOrderParent); arrows.Add(arrow); } } }
private void SetSlotUIForAction(QueuedAction action) { if (!GameManager.Instance.battleComponents.turnManager.GetPhase().CanInputActions()) { return; } FightingEntity user = action.user; List <FightingEntity> targets = action.GetTargets(); foreach (FightingEntity target in targets) { target.fighterSlot.AddTargetArrowUI(user.GetOrderColor()); } }