private void updatePosition() { // Update our position if (!this.tileCentric && platoon.units.Count > 0) { this.position = (GameTile)platoon.world.getTileAt(platoon.getCenter()); posVec = new Engine.Vector2(this.position.x, this.position.y); cluster.setCenter(position); } }
public HoldPositionOrder(Platoon platoon, GameTile position, int attackRadius) : base(platoon) { if (position == null && (platoon.units == null || platoon.units.Count == 0)) { this.position = (GameTile)platoon.world.getTileAt(100, 100); } else if (position == null) { // We'll hold the position that the units currently occupy this.position = (GameTile)platoon.world.getTileAt(platoon.getCenter()); this.tileCentric = false; } else { this.position = position; this.tileCentric = true; } posVec = new Engine.Vector2(this.position.x, this.position.y); this.attackRadius = attackRadius; this.cluster = new ClusterOrder(this.platoon, this.position); }