protected override IEnumerator MoveRoutine(Vector3 destinationPos, float delayTime) { // disable PlayerCompass arrows if (m_playerCompass != null) { m_playerCompass.ShowArrows(false); } // run the parent class MoveRoutine yield return(StartCoroutine(base.MoveRoutine(destinationPos, delayTime))); // update the Board's PlayerNode UpdateBoard(); // enable PlayerCompass arrows if (m_playerCompass != null) { if (faceDestination) { m_playerCompass.transform.position = transform.position; } m_playerCompass.ShowArrows(true); } // broadcast message at the end of movement base.finishMovementEvent.Invoke(); }
protected override IEnumerator MoveRoutine(Vector3 destinationPos, float delayTime) { if (m_playerCompass != null) { m_playerCompass.ShowArrows(false); } yield return(StartCoroutine(base.MoveRoutine(destinationPos, delayTime))); UpdateBoard(); if (m_playerCompass != null) { m_playerCompass.ShowArrows(true); } base.finishMovementEvent.Invoke(); }
protected override IEnumerator MoveRoutine(Vector3 destinationPos, float delayTime) { // disable compass arrows m_playerCompass?.ShowArrows(false); // run the base MoveRoutine yield return(StartCoroutine(base.MoveRoutine(destinationPos, delayTime))); // update the PlayerNode in the board UpdateBoard(); // enable compass arrows m_playerCompass?.ShowArrows(true); // broadcast end of movement base.OnMovementFinished.Invoke(); }
protected override IEnumerator MoveRoutine(Vector3 destination, float delayTime) { if (_playerCompass != null) { _playerCompass.ShowArrows(false); } //parent class' move routine yield return(StartCoroutine(base.MoveRoutine(destination, delayTime))); UpdateBoard(); UpdateNodeStates(); if (_playerCompass != null) { _playerCompass.ShowArrows(true); } base.finishMovementEvent.Invoke(); }
protected override IEnumerator MoveRoutine(Vector3 destinationPos, float delayTime) { // disable PlayerCompass arrows if (m_playerCompass != null) { m_playerCompass.ShowArrows(false); } // run the parent class MoveRoutine yield return(StartCoroutine(base.MoveRoutine(destinationPos, delayTime))); // update the Board's PlayerNode UpdateBoard(); // enable PlayerCompass arrows if (m_playerCompass != null) { m_playerCompass.ShowArrows(true); } base.finishMovementEvent.Invoke(); }
public void DrawGoal() { if (goalPrefab != null && m_goalNode != null) { GameObject goalInstance = Instantiate(goalPrefab, m_goalNode.transform.position, Quaternion.identity); iTween.ScaleFrom(goalInstance, iTween.Hash( "scale", Vector3.zero, "time", drawGoalTime, "delay", drawGoalDelay, "easetype", drawGoalEaseType )); if (m_playerCompass != null) { m_playerCompass.ShowArrows(true); } } }