public ApplyHungryState(BattleSystem owner) : base(owner) { if (base.owner.allUnits.ToList() .Select(it => it.currentStatusEffect.Contains(HUNGRY)).ToArray().Length == 0) { timer = new UnityUtilities.Countdown(false, 0f); } else { timer = new UnityUtilities.Countdown(false, 0.3f); } }
public AttackState(BattleSystem owner, CommandParams commandParams) : base(owner) { this.commandParams = commandParams; timer = new UnityUtilities.Countdown(false, 0.3f); }
public StartState(BattleSystem owner) : base(owner) { timer = new UnityUtilities.Countdown(false, 0.3f); }