Ejemplo n.º 1
0
        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);
            }
        }