public List <UnitAbility> GetUnitAbilities() { var unitAbilities = new List <UnitAbility>(); // In the future each ability will be determined here if it's active or not foreach (var abilitySetup in UnitAbilityManager.GetUnitAbilitySetups()) { unitAbilities.Add(UnitAbilityFactory.GetUnitAbility(abilitySetup)); } return(unitAbilities); }
public static Unit GetUnit(UnitIdentifier unitIdentifier, UnitDataSO unitDataSO, Vector3 initialPosition) { return (new Unit(unitIdentifier, new UnitData(unitDataSO, UnitAbilityFactory.GetUnitAbilities(unitDataSO), unitDataSO.goalOrientedBehaviourPresetSO.goals, unitIdentifier.TeamId == 0 ? Color.green : Color.red, initialPosition) )); }