public override void Execute(CombatMiniatureProperties _properties, GameObject _user, EntityStatus _userStatus, Transform _shotOrigin) { tilePattern.Clear(); patternBehaviours.Clear(); _properties.cardHolder.RemoveFirst(); BattlefieldScript _bfs = _properties.bfs; GeneratePattern(_properties, _user, _userStatus, _shotOrigin, _bfs); /*if (directionImage == null) * { * foreach (TileClass _affectedTile in tilePattern) * { * TileEffects(_properties, _user, _userStatus, _shotOrigin, _affectedTile, _bfs); * } * } * else * { * var sortedOrderList = patternBehaviours.OrderBy(o => o.order); * List<TilePatternBehaviour> _tempList = sortedOrderList.ToList(); * objectPooler.StartCoroutine(AdvancedTileEffect(_properties,_user,_userStatus, _tempList, _bfs)); * }*/ var sortedOrderList = patternBehaviours.OrderBy(o => o.order); List <TilePatternBehaviour> _tempList = sortedOrderList.ToList(); _tempList.Reverse(); coroutineScript = CoroutineScript.Instance; coroutineScript.StartRemoteCoroutine(AdvancedTileEffect(_properties, _user, _userStatus, _tempList, _bfs)); }
public Selectable(Calculate calculate, CoroutineScript coroutine, FACScript FAC, Init init, Render render) { this.calculate = calculate; this.coroutine = coroutine; this.FAC = FAC; this.init = init; this.render = render; }
public Init(CoroutineScript coroutine, FACScript FAC, TPScript TP) { moduleId = ++moduleIdCounter; this.coroutine = coroutine; this.FAC = FAC; this.TP = TP; calculate = new Calculate(FAC, this); render = new Render(calculate, FAC, this); selectable = new Selectable(calculate, coroutine, FAC, this, render); }
// Start is called before the first frame update void Awake() { Instance = this; }