diff options
Diffstat (limited to 'scripts/actors/actions')
| -rw-r--r-- | scripts/actors/actions/MeleeAction.cs | 3 | ||||
| -rw-r--r-- | scripts/actors/actions/MovementAction.cs | 2 |
2 files changed, 3 insertions, 2 deletions
diff --git a/scripts/actors/actions/MeleeAction.cs b/scripts/actors/actions/MeleeAction.cs index ae94eff..b20430a 100644 --- a/scripts/actors/actions/MeleeAction.cs +++ b/scripts/actors/actions/MeleeAction.cs @@ -14,11 +14,11 @@ public partial class MeleeAction : DirectionalAction /// </summary> public override void Perform() { - actor.Energy -= cost; // Eu te disse que este método seria útil. Actor target = GetTargetActor(); // Se não houver um ator na direção, não podemos continuar. + // Isto é uma ação gratuita. if (target == null) return; // não podemos ter dano negativo. @@ -34,5 +34,6 @@ public partial class MeleeAction : DirectionalAction } MessageLogData.Instance.AddMessage(attackDesc); + actor.Energy -= cost; } } diff --git a/scripts/actors/actions/MovementAction.cs b/scripts/actors/actions/MovementAction.cs index 7d0c93b..3608357 100644 --- a/scripts/actors/actions/MovementAction.cs +++ b/scripts/actors/actions/MovementAction.cs @@ -11,7 +11,6 @@ public partial class MovementAction : DirectionalAction public override void Perform() { - actor.Energy -= cost; // Não anda se o destino for um tile sólido. if (!Map_Data.IsTileWalkable(Destination)) return; @@ -20,5 +19,6 @@ public partial class MovementAction : DirectionalAction if (GetTargetActor() != null) return; actor.Walk(Offset); + actor.Energy -= cost; } } |
