void Start() { stats = GetComponent <UnitStatsController>(); movementController = GetComponent <UnitMovementController>(); //turnController = GetComponent<UnitTurnController>(); turnController = GetComponent <PlayerFMS>(); }
public override void Update(PlayerFMS player) { if (!player.moving) { Debug.Log(player.gameObject.name + "is now transitioning from Move to Wait for Order 2."); player.TransitionToState(player.waitForOrder2State); } }
public override void Update(PlayerFMS player) { if (ActiveCharacterManager.instance.activeUnit == player.unit) { Debug.Log(player.gameObject.name + "is now transitioning from Standby to Wait for Order 1."); player.TransitionToState(player.waitForOrder1State); } }
public override void Update(PlayerFMS player) { if (player.selectStatus != UnitSelectStatus.Tapped && player.turn) { Debug.Log(player.gameObject.name + "is now transitioning from Disabled to Standby."); player.TransitionToState(player.standbyState); } }
public override void Update(PlayerFMS player) { Picker.instance.PickTargetForMovement(); if (player.moving) { Debug.Log(player.gameObject.name + "is now transitioning from Wait for Order 1 to Move."); player.TransitionToState(player.moveState); } }
public override void Update(PlayerFMS player) { TurnManager.instance.turnList.Remove(player.unit); player.selectStatus = UnitSelectStatus.Tapped; ActiveCharacterManager.instance.activeUnit = null; player.end = false; Debug.Log(player.gameObject.name + "is now transitioning from End to Disabled."); player.TransitionToState(player.disabledState); }
public override void Update(PlayerFMS player) { GraphUCS.instance.ClearInteractableTiles(); PathDrawer.instance.DeletePath(); //if(end) { Debug.Log(player.gameObject.name + "is now transitioning from Wait for Order 2 to End."); player.TransitionToState(player.endState); //} }
public abstract void OnExit(PlayerFMS player);
public abstract void Update(PlayerFMS player);
public abstract void OnEnter(PlayerFMS player);
public override void OnEnter(PlayerFMS player) { Debug.Log(player.gameObject.name + "is now moving"); }
public override void OnExit(PlayerFMS player) { throw new System.NotImplementedException(); }
public override void OnEnter(PlayerFMS player) { Debug.Log(player.gameObject.name + "is now waiting for order 1"); }
public override void OnEnter(PlayerFMS player) { Debug.Log(player.gameObject.name + "is now ending its turn"); }
public override void Update(PlayerFMS player) { }
public override void OnEnter(PlayerFMS player) { Debug.Log(player.gameObject.name + "is now on standby"); }