Beispiel #1
0
    void Choise()
    {
        Turn current_turn = new Turn();

        current_turn.attack_name_unit = unit.unit_name;
        current_turn.AttackObj        = this.gameObject;
        current_turn.TargetAttack     = BSM.evil_units[UnityEngine.Random.Range(0, BSM.evil_units.Count)];
        //current_turn.TargetAttack = AI.MakeAction(unit, BSM.hero_units, BSM.evil_units );
        //current_turn.TargetAttack = AI.ChoiseEnemy(unit);
        //var enemy_unit = BSM.evil_units[UnityEngine.Random.Range(0, BSM.evil_units.Count)];
        //enemy_unit.ApplyAbility(attack_ability);
        BSM.HistoryActions(current_turn);
    }