public static int Predicate(ThreatData left, ThreatData right) { if (left.Threat > right.Threat) { return 1; } return 0; }
/// <summary> /// 添加仇恨数据 /// </summary> /// <param name="bsa">Bsa.</param> void addThreatData(BattleStageActor bsa) { Debug.Log("addThreatData "); ThreatData td = new ThreatData(bsa, initThreatValue); threats.Add(td); targets.Add(bsa); }
public void SpawnThreat(Vector2 spawnPoint, ThreatData data, int difficult) { var newThreat = Instantiate(threatPrefab, spawnPoint, new Quaternion()); newThreat.GetComponent <Threat>().Controller = gameObject.GetComponent <GameController>(); newThreat.GetComponent <Threat>() .ThreatInitialize(data, difficult, threatDifficult.Current, ThreatsWithAntiBodiesCodes.Contains(data.Code)); lymphnode.GetComponent <Lymphnode>().BuildPath(newThreat); threats.Add(newThreat); }
public void AddThreat(ActorController enemyActor, float threat) { if (enemyActor == null || enemyActor == this.actorCtrler || enemyActor.IsDead || this.actorCtrler.IsDead || !this.actorCtrler.IsHostileTo(enemyActor)) { return; } for (int i = 0; i < this.threatList.Count; i++) { if (this.threatList[i].EnemyActor == enemyActor) { this.threatList[i].Threat += threat; return; } } ThreatData threatData = new ThreatData(); threatData.EnemyActor = enemyActor; threatData.Threat = threat; this.threatList.Add(threatData); this.updateFlag = true; }
private static bool IsDeleted(ThreatData data) { return data.EnemyActor == null || data.EnemyActor.IsDead; }