Submissions from 2017-11-04 to 2017-11-05 (1 total)

Added a laser visual to the ranged attack:


More importantly, it caused me to do some re-architecting of the ability system. With everything being turn-based, it's important that all the graphical/visual aspects of abilities respect the turn system too. In this case, I created another ScriptableObject base class, Effect, which abilities use. It has a method "DoEffect" (really creative, eh?) that takes a callback. The ability object gives its OnFinish method as the callback parameter to the Effect, so that the turn won't actaully finish until the effect says so. This way, I can derive effects (like this Projectile one), and as long as they remember to call the callback from DoEffect when they're done, they can do whatever they want (play particles, animations, spawn objects), and take as long as they want. Neat!