Ejemplo n.º 1
0
 private static void EvaluateAttackMove(
     Actor enemyActor,
     List <GameObject> myActorGameObjectsSaw,
     List <Actor> myActorsSaw)
 {
     // Evaluating Attack Move
     for (var myActorIndex = 0; myActorIndex < myActorsSaw.Count; myActorIndex++)
     {
         var myActorSaw = myActorsSaw[myActorIndex];
         // Only Units can respond to seeing an enemy by Attack Move
         if (!(myActorSaw is IUnit))
         {
             continue;
         }
         // TODO: optimize performance by not requesting the component every time
         var myUnitController = myActorGameObjectsSaw[myActorIndex].GetComponent <UnitController>();
         if (!myUnitController.IsAttackMove || myUnitController.AttackMoveTarget != null)
         {
             continue;
         }
         // A new target causes Attack to be performed before continuing the queue
         Attack.AttackUnitOrBuilding(enemyActor, myUnitController);
         myUnitController.AttackMoveTarget = enemyActor;
     }
 }