Ejemplo n.º 1
0
 void FindNearestFoe()
 {
     nearestFoe = null;
     bc.board.Search(actor.tile, delegate(Tile arg1, Tile arg2) {
         if (nearestFoe == null && arg2.content != null)
         {
             Alliance other = arg2.content.GetComponentInChildren <Alliance>();
             if (other != null && alliance.IsMatch(other, Targets.Foe))
             {
                 Unit unit   = other.GetComponent <Unit>();
                 Stats stats = unit.GetComponent <Stats>();
                 if (stats[StatTypes.HP] > 0)
                 {
                     nearestFoe = unit;
                     return(true);
                 }
             }
         }
         return(nearestFoe == null);
     });
 }
Ejemplo n.º 2
0
        /// <summary>
        /// Updates the nearestFoe property to be the first foe that is not dead.
        ///
        /// @todo Replace this with something that takes into account the
        /// HP / debuffs / armor of the targets to find the highest priority target.
        /// </summary>
        private void UpdateNearestFoe()
        {
            nearestFoe = null;
            bc.board.Search(actor.tile, delegate(Tile tile, Tile otherTile) {
                // If the other tile is a foe and alive, set it as the nearest for and return true.
                if (nearestFoe == null && otherTile.content != null)
                {
                    Alliance otherAlliance = otherTile.content.GetComponentInChildren <Alliance>();
                    if (otherAlliance != null && alliance.IsMatch(otherAlliance, Targets.Foe))
                    {
                        Unit unit   = otherAlliance.GetComponent <Unit>();
                        Stats stats = unit.GetComponent <Stats>();
                        if (stats[StatTypes.HP] > 0)
                        {
                            nearestFoe = unit;
                            return(true);
                        }
                    }
                }

                return(nearestFoe == null);
            });
        }