internal override void Process() { base.Process(); LuaTurnSetInfo ltsiTo = EncounterInfo.currentTurn().toLuaTurnSetInfo(); LuaTurnSetInfo ltsiFrom = EncounterInfo.getTurnSetFrom(lci.parent).toLuaTurnSetInfo(); LuaCharacterTurnInfo lcti = EncounterInfo.getCharacterTurnFrom(lci.parent).toLuaCharacterTurnInfo(); ltsiTo.HandleChangeSide(lcti, ltsiFrom, ltsiTo, LuaTurnSetInfo.SideTurnType.MindControl); }
public static void StartAI(LuaCharacterTurnInfo lcti) { lcti.parent.bIsCompleted = false; TBAGW.EncounterInfo.currentTurn().bTest = false; if (TBAGW.EncounterInfo.currentTurn().bIsPlayerTurnSet) { TBAGW.EncounterInfo.currentTurn().bPlayerTurnEnemyOverriden = true; } TBAGW.EncounterInfo.currentTurn().UpdateEnemyLogic(lcti.parent); TBAGW.EncounterInfo.currentTurn().currentEnemy = lcti.parent; }
public void HandleChangeSide(LuaCharacterTurnInfo lci, LuaTurnSetInfo lsiFrom, LuaTurnSetInfo lsiTo, SideTurnType stt = SideTurnType.Normal) { lsiFrom.parent.Remove(lci.parent, stt); lsiTo.parent.AddViaChangeSide(lci.parent, stt); }
public bool CTIsFromCurrentTS(LuaCharacterTurnInfo lcti) { return(charTurnInfos.Find(ct => ct.parent == lcti.parent) != default(LuaCharacterTurnInfo)); }