public void UnitMenuWait(Game_Unit unit) { unit.start_wait(); Global.game_temp.menuing = false; close_unit_menu(true); suspend(); }
public void UnitMenuSeize(Game_Unit unit) { Global.game_map.seize_point(unit.team, unit.loc); Global.game_system.Selected_Unit_Id = -1; Global.game_temp.menuing = false; close_unit_menu(true); unit.start_wait(); suspend(); }
private void EndConstruct(Game_Unit unit) { Global.game_temp.menuing = false; close_unit_menu(true); unit.cantoing = false; // Lock in unit movement unit.moved(); if (unit.has_canto() && !unit.full_move()) { unit.cantoing = true; } // Simplified wait @Debug unit.start_wait(); suspend(); }