// Order : SummonFighterObject -> RemoveDeadFighters -> CheckBattleFinished -> UpdateFigherObjectLocations private void UpdateFighterObjectLocations() { selectedEffect?.Finish(); selectedEffect = null; SetFighterGroupMatrix(); if (SetFighterObjects()) { Timer timer = new Timer(20); TaskManager task = new TaskManager(timer); topEffectLayer.elements.Add(timer); task.TaskFinished += (t) => { RestartTime(); }; task.StartTask(); return; } RestartTime(); }
public void DeselectHero() { teamManagement.DeselectHero(); selectedEffect?.Finish(); selectedEffect = null; }