internal virtual bool HaveTargetAttack()
 {
     if (m_TargetAttack == null)
     {
         return(false);
     }
     return(m_TargetAttack.GetActive() &&
            m_TargetAttack.GetTeam() != this.GetTeam() &&
            m_TargetAttack.GetCurrentBlock() == this.GetCurrentBlock());
 }
Beispiel #2
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        public virtual void OnObjectSelectRollDice()
        {
            var currentBlock = objectSelected.GetCurrentBlock() as CBlockController;
            var randomStep   = UnityEngine.Random.Range(1, m_MapManager.mapData.limitStep + 1);
            var nextBlock    = m_MapManager.GetBlockStep(0, currentBlock, randomStep);

            m_UIManager.SetAnimation(CEnum.EUIState.RollDice);
            m_UIManager.OnRollDiceComplete += () => {
                objectSelected.SetTargetBlock(nextBlock);
                objectSelected.SetRollDice(true);
            };
        }
 internal virtual bool HaveTargetAlly()
 {
     if (m_CurrentBlock == null)
     {
         return(false);
     }
     if (m_TargetAlly == null)
     {
         return(false);
     }
     return(m_TargetAlly != null &&
            m_TargetAlly.GetActive() &&
            m_TargetAlly.GetTeam() == this.GetTeam() &&
            m_TargetAlly.GetCurrentBlock() == this.GetCurrentBlock());
 }