Beispiel #1
0
    IEnumerator waitThenStrike()
    {
        while (true)
        {
            Team before = myTeam();
            yield return(new WaitUntil(() => Physics2D.OverlapCircle(transform.position, range, LayerMask.GetMask("Units"))));

            Transform projectile = ProjectilePool.GiveOutUnit();
            projectile.transform.position = transform.position;

            Attackables = Physics2D.OverlapCircleAll(transform.position, 3, LayerMask.GetMask("Units"));

            Transform unitToAttack = null;
            foreach (Collider2D c in Attackables)
            {
                if (!c.gameObject.GetComponent <BasicUnit>().myTeam().Equals(myTeam()))
                {
                    unitToAttack = c.transform;
                    break;
                }
            }


            if (before == myTeam() && unitToAttack != null)
            {
                projectile.gameObject.SetActive(true);
                projectile.position = projectile.position + new Vector3(0, 1, 0);
                Transform unit = unitToAttack.transform;

                StartCoroutine(ShootTowardsEnemy(projectile, unit.position));
            }
            else
            {
                ProjectilePool.AcceptBackUnit(projectile);
            }
            yield return(new WaitForSeconds(.8f));
        }
    }
Beispiel #2
0
    IEnumerator headTowardsBase(Transform targetBaseTransform)
    {
        //establish that no unit is close for DisperseThenTargetThenRecyle() to wait
        faraway = true;
        Vector3 targetPos = targetBaseTransform.position;

        movingUnits   = new Queue <Transform>();
        unitsToRemove = new Queue <Transform>();
        //convenience
        foreach (Transform unit in transform)
        {
            if (targetPos.x < 0)
            {
                unit.rotation = Quaternion.Euler(0, 180, 0);
            }
            else
            {
                unit.rotation = Quaternion.Euler(0, 0, 0);
            }
        }
        while (transform.childCount > 0)
        {
            foreach (Transform t in transform)
            {
                movingUnits.Enqueue(t);
            }
            foreach (Transform t in movingUnits)
            {
                bringSingleUnitCloserToLocation(t, targetPos);
            }
            for (int i = 0; i < unitsToRemove.Count; i++)
            {
                troopPool.AcceptBackUnit(unitsToRemove.Dequeue());
            }
            movingUnits.Clear();
            yield return(null);
        }
        TCP.AcceptBackUnit(transform);
    }