public void RPCActivateAbility(int UnitX, int UnitZ, int targetX, int targetZ, string abilityName) { Ability_Basic Ability = Map.Board[UnitX, UnitZ].myUnit.GetComponent(abilityName) as Ability_Basic; Tile Target = Map.Board[targetX, targetZ]; Ability.Target = Target; Ability.Activate(); }
public void BaseUse() { Use(); currentlyUsedAbility = this; isBeingUsed = true; GameStateManager.Instance.SetState(Style); ColourTiles(); myEnergy.CurrentEnergy -= EnergyCost; }
public void BaseCancelUse() { CancelUse(); TileColouringTool.UncolourAllTiles(); GameStateManager.Instance.BackToIdle(); currentlyUsedAbility = null; isBeingUsed = false; myEnergy.CurrentEnergy += EnergyCost; Debug.Log("woff"); }
protected void FinishUsing() { if (UsesLeft > 0) { UsesLeft--; } GameStateManager.Instance.BackToIdle(); TileColouringTool.UncolourAllTiles(); AlreadyUsedThisTurn = true; currentlyUsedAbility = null; isBeingUsed = false; }
public bool IsEnoughEnergyFor(Ability_Basic Ability) { return(Ability.EnergyCost <= CurrentEnergy); }