void aiShip_OnShipMouseEnter(AI_Ship ship) { if(AIShipIsInMaxRange(ship)) { combatInterface.SetCursorType(CursorType.Attack); } else { combatInterface.SetCursorType(CursorType.Invalid); } ship.ShowHPBars(true); }
void aiShip_OnShipClick(AI_Ship ship) { if (AIShipIsInMaxRange(ship)) { Debug.Log("on Ship click " + ship); TutorialSystem.Instance.ShowTutorial(TutorialSystem.TutorialType.ClickEnemyToEngage, false); combatInterface.SetCursorType(CursorType.Default); ship.ShowHPBars(false); targetShip = ship; ChangeState(PlayerState.TargetingEnemy); } }
void aiShip_OnShipMouseExit(AI_Ship ship) { combatInterface.SetCursorType(CursorType.Default); ship.ShowHPBars(false); }
void aiShip_OnShipMouseEnter(AI_Ship ship) { if (!startTargetingSequence) { combatInterface.SetCursorType(CursorType.Attack); ship.ShowHPBars(true); } }
void aiShip_OnShipClick(AI_Ship ship) { combatInterface.SetCursorType(CursorType.Default); startTargetingSequence = true; targetShip = ship; Debug.Log("on Ship click " + ship); ship.ShowHPBars(false); }