private void Clear() { OverlayManager.ClearAllOverlays(); if (SelectedUnit != null) { OverlayManager.ShowOverlayOfCell(SelectedUnitPosition, CellOverlayType.SelectedIndicator); } UnitToAttack = null; CityToAttack = null; CombatSummaryDisplay.gameObject.SetActive(false); }
private void SetUnitToAttack(IUnit unit) { Clear(); UnitToAttack = unit; var unitLocation = UnitPositionCanon.GetOwnerOfPossession(UnitToAttack); OverlayManager.ShowOverlayOfCell(unitLocation, CellOverlayType.AttackIndicator); CombatSummaryDisplay.AttackingUnit = SelectedUnit; CombatSummaryDisplay.DefendingUnit = unit; CombatSummaryDisplay.IsMeleeAttack = true; CombatSummaryDisplay.gameObject.SetActive(true); CombatSummaryDisplay.Refresh(); }
public void DrawPath(List <IHexCell> path) { ClearPath(); LastPath = new List <IHexCell>(path); foreach (var cell in path) { OverlayManager.ShowOverlayOfCell(cell, CellOverlayType.PathIndicator); } }