RealTimeStrategy/Assets/Scripts/Units/Unit.cs

33 lines
674 B
C#

using System.Collections;
using System.Collections.Generic;
using Mirror;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Serialization;
public class Unit : NetworkBehaviour
{
[SerializeField] private UnitMovement _unitMovement;
[SerializeField] private UnityEvent _onSelect;
[SerializeField] private UnityEvent _onDeSelect;
public UnitMovement UnitMovement => _unitMovement;
#region Client
[Client]
public void Select()
{
if (!isOwned) return;
_onSelect?.Invoke();
}
[Client]
public void DeSelect()
{
if (!isOwned) return;
_onDeSelect?.Invoke();
}
#endregion
}