private bool ifThereIsAI(BattleHex evaluatedHex)
    {
        bool AIPosfalse = true;

        //if the hex is occupied by an object of type Hero, but without an Enemy component
        if (evaluatedHex.GetComponentInChildren <Hero>() != null &&
            evaluatedHex.GetComponentInChildren <Enemy>() == null)
        {
            AIPosfalse = false;//then we allow the troll to go through this hex
        }
        return(AIPosfalse);
    }
    private bool ifThereIsAI(BattleHex evaluatedHex)
    {
        bool AIPosfalse = true;

        // si el hex está ocupado por un objeto de tipo Hero, pero sin un componente Enemy
        if (evaluatedHex.GetComponentInChildren <Hero>() != null &&
            evaluatedHex.GetComponentInChildren <Enemy>() == null)
        {
            AIPosfalse = false;// luego permitimos que el troll pase por este maleficio
        }
        return(AIPosfalse);
    }
Example #3
0
    // comprueba si el hexágono inicial está ocupado por la escuadra de un jugador
    private bool ifThereIsPlayersRegiment(BattleHex evaluatedHex)
    {
        bool AIPosfalse = true;

        // si el objeto de tipo Hero no contiene una clase de tipo Enemy
        if (evaluatedHex.GetComponentInChildren <Hero>() != null &&
            evaluatedHex.GetComponentInChildren <Enemy>() == null)
        {
            evaluatedHex.DefineMeAsPotencialTarget();
            AIPosfalse = false;
        }
        return(AIPosfalse);
    }
    //checks if the initial hex is occupied by a player’s squad
    private bool ifThereIsPlayersRegiment(BattleHex evaluatedHex)
    {
        bool AIPosfalse = true;

        //if the object of type Hero does not contain a class of Enemy type
        if (evaluatedHex.GetComponentInChildren <Hero>() != null &&
            evaluatedHex.GetComponentInChildren <Enemy>() == null)
        {
            evaluatedHex.DefineMeAsPotencialTarget();
            AIPosfalse = false;
        }
        return(AIPosfalse);
    }
 public bool EvaluateHex(BattleHex evaluatedHex)
 {
     //check whether the hero is on the hex or not and
     //whether this object contains the Enemy component
     if (BattleController.currentAtacker.GetComponent <Enemy>() == null)
     {
         return(evaluatedHex.GetComponentInChildren <Enemy>() != null);
     }
     else
     {
         return(evaluatedHex.GetComponentInChildren <Hero>() != null &&
                evaluatedHex.GetComponentInChildren <Enemy>() == null);
     }
 }
Example #6
0
 public bool EvaluateHex(BattleHex evaluatedHex)
 {
     // comprobar si el héroe está en el hexagono o no y
     // si este objeto contiene el componente Enemy
     if (BattleController.currentAtacker.GetComponent <Enemy>() == null)
     {
         return(evaluatedHex.GetComponentInChildren <Enemy>() != null);
     }
     else
     {
         return(evaluatedHex.GetComponentInChildren <Hero>() != null &&
                evaluatedHex.GetComponentInChildren <Enemy>() == null);
     }
 }
Example #7
0
 public bool EvaluateHex(BattleHex evaluatedHex)
 {
     return(evaluatedHex.battleHexState
            == HexState.active &&
            !evaluatedHex.isStartingHex &&
            !evaluatedHex.isNeighboringHex &&
            evaluatedHex.GetComponentInChildren <Enemy>() == null);
 }
 public bool EvaluateHex(BattleHex evaluatedHex)
 {
     return(evaluatedHex.battleHexState
            == HexState.active &&
            !evaluatedHex.isStartingHex &&
            !evaluatedHex.isIncluded &&
            evaluatedHex.AvailableToGround() &&
            evaluatedHex.GetComponentInChildren <Enemy>() == null);
 }