private void onSetQueuedAction(QueuedAction action) { if (!action.GetIsSet()) { return; } FighterSlot slot = action.user.fighterSlot; if (!this.fighterToActionMap.ContainsKey(slot)) { Debug.LogError("ERROR: Slot not found!"); return; } if (action.user.isEnemy()) { // Mockups don't show enemy targetting return; } if (this.fighterToActionMap[slot] != null) { this.ClearTargetsForSlot(slot); } this.fighterToActionMap[slot] = action.GetTargets().Map((FightingEntity fighter) => fighter.fighterSlot); this.SetSlotUIForAction(action); }
public void SetAction(QueuedAction action) { this.UnsetActions(); if (!action.GetIsSet()) { return; } ActionBase actionToDo = action._action; for (int i = 0; i < actions.Length; i++) { if (actions[i] != null) { if (actions[i].action == actionToDo) { if (action.isAutoQueued) { actions[i].SetAutoQueued(); } else { actions[i].SetSelected(true); } emptyActions[i].SetActive(false); } else { // Not necessary for auto queue (experimental feature) //actions[i].gameObject.SetActive(false); //emptyActions[i].SetActive(true); } } } }
public bool HasSetCommand() { return(_queuedAction.GetIsSet() || this.HasModifier(ModifierAilment.MODIFIER_CANNOT_USE_ACTION)); }