public static bool CheckUnitEntityData(UnitEntityData unitEntityData, UnitSelectType selectType) { if (unitEntityData == null) { return(false); } switch (selectType) { case UnitSelectType.Everyone: return(true); case UnitSelectType.Party: if (unitEntityData.IsPlayerFaction) { return(true); } return(false); case UnitSelectType.You: if (unitEntityData.IsMainCharacter) { return(true); } return(false); case UnitSelectType.Friendly: return(!unitEntityData.IsEnemy(GameHelper.GetPlayerCharacter())); case UnitSelectType.Enemies: // TODO - should this be IsEnemy instead? if (!unitEntityData.IsPlayerFaction && unitEntityData.Descriptor.AttackFactions.Contains(Game.Instance.BlueprintRoot.PlayerFaction)) { return(true); } return(false); default: return(false); } }
public static bool CheckUnitEntityData(UnitEntityData unitEntityData, UnitSelectType selectType) { if (unitEntityData == null) { return(false); } switch (selectType) { case UnitSelectType.Everyone: return(true); case UnitSelectType.Party: if (unitEntityData.IsPlayerFaction) { return(true); } return(false); case UnitSelectType.MainCharacter: if (unitEntityData.IsMainCharacter) { return(true); } return(false); case UnitSelectType.Enemies: if (!unitEntityData.IsPlayerFaction && unitEntityData.Descriptor.AttackFactions.Contains(Game.Instance.BlueprintRoot.PlayerFaction)) { return(true); } return(false); default: return(false); } }