public void ui_ingame_DisplayError(string text) { e.StopCoroutine("ui_ingame_ErrorDisplay"); e.StartCoroutine(ui_ingame_ErrorDisplay(text)); }
public void combat_attemptCastSkill(BaseSkill s) { bool validTargetEnemy = false; bool validTargetFriendly = false; bool validTargetSelf = false; if (State == COMBAT_STATE.STATE_DEAD) { e.getUI().ui_ingame_DisplayError("You are dead."); return; } else if (onGlobalCooldown) { e.getUI().ui_ingame_DisplayError("You can't cast that yet."); return; } else if (s.onCooldown) { e.getUI().ui_ingame_DisplayError("That skill isn't ready yet."); return; } else if (CombatTarget != null) { // if(CombatTarget.isNPC) // { if (CombatTarget.Faction == AI_Faction.Hostile) { if (s.allowedTargets.Contains(Skill_Targets.Enemy)) { validTargetEnemy = true; } else if (s.allowedTargets.Contains(Skill_Targets.Self)) { validTargetSelf = true; } else { e.getUI().ui_ingame_DisplayError("Invalid target."); return; } //Enemy target and non-friendly spell } else if (CombatTarget.Faction == AI_Faction.Friendly || CombatTarget.Faction == AI_Faction.Neutral) { if (s.allowedTargets.Contains(Skill_Targets.Enemy)) { e.getUI().ui_ingame_DisplayError("You can't attack that target."); return; } else if (s.allowedTargets.Contains(Skill_Targets.Friendly)) { validTargetFriendly = true; } else if (s.allowedTargets.Contains(Skill_Targets.Self)) { validTargetSelf = true; } //Enemy target and non-friendly spell } // } // else // { // e.getUI().ui_ingame_DisplayError("Invalid target."); // return; // } } else { e.getUI().ui_ingame_DisplayError("Invalid target."); return; } if (e.getWorld().Player_Self.Energy < s.energyCost) { e.getUI().ui_ingame_DisplayError("Not enough mana."); return; } if (validTargetFriendly || validTargetEnemy) { e.StartCoroutine(combat_globalCooldownStart()); e.getNetwork().net_sendCastSpell(CombatTarget.uniqueID, s.skillID); //e.getWorld().world_castSpellFromPlayer(); } else if (validTargetSelf) { e.StartCoroutine(combat_globalCooldownStart()); e.getNetwork().net_sendCastSpell(e.getWorld().Player_Self.PlayerID, s.skillID); } //combat_castSkill(validTargetEnemy, validTargetFriendly, validTargetSelf); }
public void scene_LoadLevel(string level) { e.StartCoroutine(scene_LoadLevelEnum(level)); }