void DoAbility(Ability ability) { // Now that we have selected a character, proceed with the ability cast AbilityToCast = ability; combat.HideSelectMenu(); combat.actionToDo = ability; int rangeBase = 0; // Decide on stats to use based on the ability name // I might replace the choosing method to a dictionary or something if (ability.name == "Fireball") { rangeBase = 4; combat.areaRange = 3; combat.selectTargetLocation(rangeBase); } else if (ability.name == "Sniper Attack") { // Change to individual target rangeBase = 8; combat.ShowSelectMenu(combat.getEnemiesInRange(rangeBase, "Player")); combat.areaRange = 1; } else if (ability.name == "Heal Self") { // Change select method to individual ally, or just f**k it rangeBase = 0; combat.selectTargetLocation(rangeBase); } combat.selectingRange = rangeBase; //combat.selectTargetLocation (rangeBase); }
/********************************************************************************************/ /******************************************* Buttons ****************************************/ /********************************************************************************************/ public void AttackPress() { // When you hit that attack button //print ("ATTACKKKKK"); combat.HideBattleMenu(); //combat.CreateSelectOptions (); Ability temp = ScriptableObject.CreateInstance("Ability") as Ability; temp.init("Basic Attack", combat.actionFrom); combat.actionToDo = temp; List <CharacterClass> tempChars = combat.getEnemiesInRange(1, "Player"); if (tempChars != null) { combat.HideBattleMenu(); combat.ShowSelectMenu(tempChars); } else { print("NOONE IN MELEE RANGE"); } //combat.PlayerAttack(0,0); }