Beispiel #1
0
    void DefensiveAction()
    {
        if (EnemyTarget == null)
        {
            Nodes Temp = null;

            for (int x = 0; x < GridRef.GetRows(); ++x)
            {
                for (int z = 0; z < GridRef.GetColumn(); ++z)
                {
                    if (GridRef.GetNode(x, z).GetOccupied() != null && GridRef.GetNode(x, z).GetOccupied().tag == "PlayerUnit")
                    {
                        if (Temp != null)                           // Temp Magnitude is more than current grid magnitude, change Temp altogether
                        {
                            if ((Temp.GetOccupied().transform.position - currNode.transform.position).magnitude > (GridRef.GetNode(x, z).GetOccupied().transform.position - currNode.transform.position).magnitude)
                            {
                                Temp = GridRef.GetNode(x, z);
                            }
                        }
                        else                             // Sets the first reference of Temp
                        {
                            Temp = GridRef.GetNode(x, z);
                        }
                    }
                }
            }

            EnemyTarget = Temp;
        }
        else
        {
            if (!Path_Set)
            {
                SetDefensivePath(currNode, EnemyTarget);
                m_path.Dequeue();
                Path_Set = true;
            }
            else
            {
                if (!isAttacking)
                {
                    // Assigns a node while also removing the assigned node from the path
                    Nodes TempMove = currNode;
                    if (m_path.Count != 0)
                    {
                        TempMove = m_path.Dequeue();
                    }
                    else
                    {
                        turnManager.CalculateRestHeal(this.gameObject);
                    }

                    // If the next area is or isn't the enemy target, act accordingly
                    if (TempMove != EnemyTarget)
                    {
                        currNode.SetOccupiedNULL();
                        currNode = TempMove;
                        currNode.SetOccupied(this.gameObject);
                    }
                    else
                    {
                        isAttacking = true;
                        TempMove.SetSelectable(false);
                        int damageDeal = turnManager.CalculateDamage(this.gameObject, EnemyTarget.GetOccupied());
                        EnemyTarget.GetOccupied().GetComponent <UnitVariables> ().HP -= damageDeal;
                        if (EnemyTarget.GetOccupied().GetComponent <UnitVariables> ().HP <= 0)
                        {
                            EnemyTarget = null;
                        }
                    }
                }
                else
                {
                    // prevent error - if player died
                    if (EnemyTarget.GetOccupied() == null)
                    {
                        EnemyTarget = null;
                        return;
                    }

                    UnitVariables Temp       = EnemyTarget.GetOccupied().GetComponent <Players> ().GetStats();
                    int           damageDeal = turnManager.CalculateDamage(this.gameObject, EnemyTarget.GetOccupied());
                    Temp.HP -= damageDeal;
                    EnemyTarget.GetOccupied().GetComponent <Players> ().SetStats(Temp);
                    EnemyTarget.GetOccupied().GetComponent <UnitVariables> ().UpdateHealthBar();
                    EnemyTarget.GetOccupied().GetComponent <UnitVariables> ().UpdateUnitInfo();
                    if (EnemyTarget.GetOccupied().GetComponent <UnitVariables> ().HP <= 0)
                    {
                        EnemyTarget = null;
                    }
                }
                this.Stats.AP--;
            }
        }
    }