protected override void FinishMovement() { //TEMP GameManagerScript Game = GameObject.Find("GameManager").GetComponent <GameManagerScript>(); Game.Movement.FuncsToUpdate.Remove(UpdateBoost); MovementTemplates.HideLastMovementRuler(); TheShip.ResetRotationHelpers(); // Important! Fixes final position according to prediction - otherwise animation can cause another final position TheShip.SetPositionInfo(FinalPositionInfo); (Phases.CurrentSubPhase as SubPhases.BoostExecutionSubPhase).FinishBoost(); }
protected virtual void FinishMovement() { //TEMP GameManagerScript Game = GameObject.Find("GameManager").GetComponent <GameManagerScript>(); Game.Movement.isMoving = false; TheShip.ApplyRotationHelpers(); TheShip.ResetRotationHelpers(); // TODO: Use Selection.ActiveShip instead of TheShip Selection.ActiveShip = TheShip; // Important! Fixes final position according to prediction - otherwise animation can cause another final position TheShip.SetPositionInfo(FinalPositionInfoBeforeRotation); ManeuverEndRotation(FinishManeuverExecution); }