Comments (1)
Should document general usage, keybinds, assumptions and constraints for developers (ex. each xxxRequestEvent should also lead to a corresponding xxxCompletedEvent)
from fargo.
Related Issues (20)
- Figure out why we get multiple UnitDeathEvents for a single dying unit
- Write a dialog system to deal with pop-up information
- Health and AP bars for units
- Implement movement AP drain
- Rework collisions to use distance from unit center instead of SpaceComponent rectangle
- Looting packs should pop up a dialog where you can select what to take
- Add inventory management via popup dialog
- Replace all references to unit.Position/SpaceComponent with Center() HOT 1
- Figure out how to deal with aborted events that have a ListenOnce() handler waiting
- Dialog clicks can't deal with the camera moving around
- Remove all references to GetSelectedUnit outside from the inputsystem
- Rightclick with no selection causes crash
- Refactor abilities to no longer have a reference to the target
- Give buttons a colored background that signifies the clickable area
- Create consumable items
- Show "movement line" when moving mouse with unit selected
- Unit can attack other unit even if it's currently in the process of dying
- Switch mailbox implementation back to Engo's
- Figure out how to structure events so that event chains don't produce unexpected results in some cases
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from fargo.