public MSVolunteer(Vector3 position, Node path_to_mobber, MSUnit target, MSTower office, MSMap map, float initRotation) : base(position, path_to_mobber, map, false, initRotation) { this.target = target; this.office = office; this.isGoingToMobber = true; }
public void remove(MSUnit unit) { targetList.Remove(unit); }
public void AddUnit(MSUnit unit) { units.Add(unit); }
public override void Follow(MSUnit unit) { base.Follow(unit); MSMobber mobber = unit as MSMobber; mobber.AddMember(this); foreach (MSMobber m in mobber.GetMobList()) { mobList.Add(m); } }
public void SendVolunteer(MSMap map, MSUnit unit, MSTower office) { Node path1 = map.GetPath(new Vector2(office.Row, office.Column), unit.TileCoordinate); Node pathEnd = path1; while (pathEnd.next != null) { pathEnd = pathEnd.next; } pathEnd.next = unit.Path; MSVolunteer volunteer = new MSVolunteer ( office.Position + MSUnit.UNITZ_POSITION, path1, unit, office, map, 0 ); MSUnitHandler.GetInstance().AddUnit(volunteer); }