public void DrawAbilityRange(GameMapAbilityRange abilityRange) { abilityRange.Points.ForEach(point => { var tilePosition = TranslateMapXYToUnityXY(point.X, point.Y); abilityRangeOverlay.SetTile(tilePosition, abilityRangeTile); }); }
public void Activate() { IsActive = true; _abilityRange = new GameMapAbilityRange(_unitCasting, _abilityTargeting); _gameMap.SetAbilityRange(_abilityRange); _gameMap.IsCursorEnabled = true; }
public void SetAbilityRange(GameMapAbilityRange abilityRange) { if (abilityRange == _abilityRange) { return; } // Clear any old ability range ClearAbilityRange(); // Update our internal remembered value _abilityRange = abilityRange; // If we were set a null ability range then there's no work to do if (abilityRange == null) { return; } // And draw the given range DrawAbilityRange(abilityRange); }