void ConfirmSkill() { if (battle._confirm) { Skill skill = ui._skillPanel._currentSkill; if (combatant.CanUseSkill(skill)) { turn._command = skill.GetCommand(combatant); if (skill is AttackSkill) { AttackSkill(skill); } else if (skill is BuffSkill) { BuffSkill(skill); } else if (skill is HealSkill) { HealSkill(skill); } } } }
void PopulateActions() { for (int i = 0; i < attackWeight; i++) { possibleActions.Add(AIAction.Attack); } for (int i = 0; i < combatant._currentSkillset.Length; i++) { if (combatant.CanUseSkill(combatant._currentSkillset[i])) { for (int j = 0; j < skillWeight; j++) { possibleActions.Add(skillActions[i]); } } } }