public void OnPointerUp(PointerEventData eventData) { if (firstSelect != null) { if (secondSelect != null) { // If two towers are selected and they are not the same tower, move units to second tower if (firstSelect != secondSelect) { //Debug.Log("Sending Units: " + curUnitGroup.UnitCount); TowerBehavior.MoveGroupFromTo(curUnitGroup, firstSelect.Tower, secondSelect.Tower); curUnitGroup = null; } if (PlayerUnhoveredTower != null) { PlayerUnhoveredTower(secondSelect); } } if (PlayerDeselectedTower != null) { PlayerDeselectedTower(firstSelect); } } // Reset unused units if (curUnitGroup != null) { curUnitGroup.UnprepareUnits(); curUnitGroup = null; } firstSelect = null; secondSelect = null; }
//enumator to have ai Behavior wait for the units to occur on scene private IEnumerator WaittoAttack(UnitGroup currentGroup, TowerBehavior destination, float time) { yield return(new WaitForSeconds(time)); TowerBehavior.MoveGroupFromTo(currentGroup, myTower, destination); }