Commit 28e31a6b authored by redsuncore's avatar redsuncore

movingAttack updated

무빙어택/홀딩어택 분리.
승리 조건 체킹은 작업 중(WIP)
Scene 안 건드림
parent 6cc05597
......@@ -95,7 +95,16 @@ public class GameManager : MonoBehaviour {
{
if (tile.isFlickering)
{
Move(tile.point);
//공격 가능한 놈이 있을 때
if (SelectedActor.MovingAttackAct != null && SelectedActor.MovingAttackAct.IsActable(tile.point))
{
SelectedActor.MovingAttackAct.Act(tile.point);
PseudoFSM.I.NormalStateEnter();
}
else
{
Move(tile.point);
}
}
}
if (PseudoFSM.I.DepState)
......@@ -114,13 +123,13 @@ public class GameManager : MonoBehaviour {
if(SelectedActor.HoldingAttackAct != null && SelectedActor.HoldingAttackAct.IsActable(tile.point))
{
SelectedActor.HoldingAttackAct.Act(tile.point);
}
else if(SelectedActor.MovingAttackAct != null && SelectedActor.MovingAttackAct.IsActable(tile.point))
{
SelectedActor.MovingAttackAct.Act(tile.point);
PseudoFSM.I.NormalStateEnter();
}
else
{
Debug.Log("잘못된 공격 대상");
PseudoFSM.I.NormalStateEnter();
}
}
else
PseudoFSM.I.NormalStateEnter();
......
......@@ -74,6 +74,11 @@ public class PseudoFSM : MonoBehaviour {
CivModel.Position pos = _parameterPoints[i].Value.Position;
GameManager.I.Cells[pos.X, pos.Y].GetComponent<HexTile>().FlickerBlue();
}
else if (GameManager.I.SelectedActor.MovingAttackAct.IsActable(_parameterPoints[i]))
{
CivModel.Position pos = _parameterPoints[i].Value.Position;
GameManager.I.Cells[pos.X, pos.Y].GetComponent<HexTile>().FlickerRed();
}
}
}
void MoveStateExit()
......
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