Beispiel #1
0
    private IEnumerator CheckKingCondition()
    {
        if (!ManaCheck(1) || !King)
        {
            yield break;
        }

        float kingHealthThreshold = 0.75f;

        if (m_behaviour == BehaviourType.Aggressive)
        {
            kingHealthThreshold = 0.5f;
        }
        else if (m_behaviour == BehaviourType.Defensive)
        {
            kingHealthThreshold = 0.9f;
        }

        if ((float)King.GetCurrentHealth() / King.GetMaxHealth() < kingHealthThreshold)
        {
            List <Node> nearbyEnemyNodes = m_pathfinding.GetEnemyUnitNodesInRange(PlayerId, King.transform.position,
                                                                                  false, 0, 10);

            if (nearbyEnemyNodes.Count > 0)
            {
                Unit closestEnemy = GetClosetEnemy(King.transform.position);
                print("AI moving king away from closest enemy " + closestEnemy.name);
                if (closestEnemy)
                {
                    yield return(MoveUnitAway(King, closestEnemy));
                }

                if (!ManaCheck(1))
                {
                    yield break;
                }

                // Bring closest ally to help
                Unit closestAlly = GetClosestAlly(King.transform.position);

                if (!closestAlly)
                {
                    yield break;
                }

                if (closestAlly.unitType == Unit.UnitTypes.Priest)
                {
                    if (CanHeal(closestAlly, King) && closestAlly.GetCanAttack())
                    {
                        yield return(Heal(closestAlly, King));
                    }
                    else
                    {
                        yield return(MoveUnitTowards(closestAlly, King.transform.position));

                        Debug.Log("AI moving " + closestAlly.name + " towards king to aheal");
                    }
                }
                else
                {
                    Unit enemy = GetClosetEnemy(King.transform.position);

                    if (!enemy)
                    {
                        yield break;
                    }

                    if (CanAttack(closestAlly, enemy) && closestAlly.GetCanAttack())
                    {
                        yield return(Attack(closestAlly, enemy));
                    }
                    else
                    {
                        yield return(MoveUnitTowards(closestAlly, King.transform.position));

                        Debug.Log("AI moving " + closestAlly.name + " towards king to attack nearby enemies");
                    }
                }
            }
        }
    }