Beispiel #1
0
    //////////////////////////////////////////
    /// GetTargetModel()
    /// Returns the character model that the
    /// incoming action targets.
    //////////////////////////////////////////
    private CharacterModel GetTargetModel(CombatTargets i_eTarget, QueuedAction i_action)
    {
        // let's just brute force this for now
        string strTargetID;

        if (i_eTarget == CombatTargets.Self)
        {
            // if the action target is self, use whoever owns the ID
            strTargetID = i_action.GetOwnerID();
        }
        else
        {
            // if the target is oppened, use the proper target...TODO fix this!
            strTargetID = i_action.GetOwnerID() == "Finthis" ? "Goblin" : "Finthis";
        }

        return(ModelManager.Instance.GetModel(strTargetID));
    }
Beispiel #2
0
    //////////////////////////////////////////
    /// GetTargetModel()
    /// Returns the character model that the
    /// incoming action targets.
    //////////////////////////////////////////
    private CharacterModel GetTargetModel( CombatTargets i_eTarget, QueuedAction i_action ) {
        // let's just brute force this for now
        string strTargetID;
        if ( i_eTarget == CombatTargets.Self ) {
            // if the action target is self, use whoever owns the ID
            strTargetID = i_action.GetOwnerID();
        }
        else {
            // if the target is oppened, use the proper target...TODO fix this!
            strTargetID = i_action.GetOwnerID() == "Finthis" ? "Goblin" : "Finthis";            
        }

        return ModelManager.Instance.GetModel( strTargetID );
    }