public void SetState(Unit.UnitState state) { unit.currentUnitState = state; if (!InPrepState(state)) { onUnitPastPlanning(unit); } if (state == Unit.UnitState.selected) { SetSelected(); } else if (state == Unit.UnitState.moving) { SetMoving(true); } else if (state == Unit.UnitState.cooldown) { SetOnCooldown(); } else if (state == Unit.UnitState.attacking) { SetAttacking(); } else if (state == Unit.UnitState.unselected) { SetUnselected(); } else if (state == Unit.UnitState.planningMovement) { SetPlanningMovement(); } else if (state == Unit.UnitState.planningAttack) { SetPlanningAttack(); } }
void StopTimer(Unit.UnitState state) { hourGlass.enabled = false; }
public UnitStateChangeEvent(Unit.UnitState state, Unit unit) { State = state; Unit = unit; }
private static bool InPrepState(Unit.UnitState state) { return(state == Unit.UnitState.selected || state == Unit.UnitState.planningAttack || state == Unit.UnitState.planningMovement); }
public List <Unit> GetUnitsInState(Unit.UnitState state) { return(Units.Where(u => u.State == state).ToList()); }