public void SetStateForceMove(Vector3 pos) { worldTarget = pos; unit.stateC.nextState = forceMoveState; activeOrderUI = moveUI; activeOrderUI.InitializeUI(this); }
public void SetStateFollow() { unit.stateC.nextState = followState; activeOrderUI = followUI; activeOrderUI.InitializeUI(this); AkSoundEngine.PostEvent(unit.preset.BarkFollow, gameObject); }
public void SetStateCastGround(Vector3 pos) { worldTarget = pos; unit.stateC.nextState = castGroundState; activeOrderUI = castGroundUI; activeOrderUI.InitializeUI(this); AkSoundEngine.PostEvent(unit.preset.BarkAbility, gameObject); }
public void SetStateAttackTarget(GameUnit lockedTarget) { unit.stateC.nextState = attackTargetState; unit.stateC.cmdTarget = lockedTarget; activeOrderUI = attackUI; activeOrderUI.InitializeUI(this); AkSoundEngine.PostEvent(unit.preset.BarkAttack, gameObject); }
public void SetStateAttackMove(Vector3 pos) { worldTarget = pos; unit.stateC.nextState = attackMoveState; activeOrderUI = attackMoveUI; activeOrderUI.InitializeUI(this); AkSoundEngine.PostEvent(unit.preset.BarkMove, gameObject); }
public override void InitializeController() { player = ReInput.players.GetPlayer(playerName); unit.spriteC.SetUnitColor(squadColor); orderSprite.color = squadColor; activeOrderUI = followUI; activeOrderUI.InitializeUI(this); unit.spriteC.rangeDisplay.SetDisplay(unit.preset.ability [1].maxRange); unit.spriteC.rangeDisplay.gameObject.SetActive(true); }