/// <summary>Spawns All player Crew</summary> /// <param name="_id">The player's ID.</param> /// <param name="_name">The member crew ID.</param> /* public void CallbackPlayerAttack(int _unitPosition, int _enemyPosition) * { * GameObject _PlayerUnitGameObject = new GameObject(); * GameObject _EnemyUnitGameObject = new GameObject(); * * PlayerCrew.TryGetValue(_unitPosition, out _PlayerUnitGameObject); * EnemyCrew.TryGetValue(_enemyPosition, out _EnemyUnitGameObject); * * * Vector3 attackDir = (_EnemyUnitGameObject.transform.position - _PlayerUnitGameObject.transform.position).normalized; * var Anim = _PlayerUnitGameObject.GetComponent<Animator>(); * * //Anim. * }*/ public void CallbackPlayerAttack(int _unitPosition, int _enemyPosition) // Action onAttackComplete { Unit _PlayerUnitGameObject; Unit _EnemyUnitGameObject; PlayerUnitCrew.TryGetValue(_unitPosition, out _PlayerUnitGameObject); IAUnitCrew.TryGetValue(_enemyPosition, out _EnemyUnitGameObject); UnitBattle _UnitBattle = _PlayerUnitGameObject.InstantiatedUnit.GetComponent <UnitBattle>(); }
public void IAUnitAttack(int IAAttackingUnit, int _TargetAttackedUnit, SpellTarget TargetPlayerOrIA, string SpellID) { Unit _IAUnitGameObject; switch (TargetPlayerOrIA) { case SpellTarget.IAUNIT: IAUnitCrew.TryGetValue(IAAttackingUnit, out _IAUnitGameObject); UnitBattle _IAUnitBattle = _IAUnitGameObject.InstantiatedUnit.GetComponent <UnitBattle>(); _IAUnitBattle.IASpellAttack(SpellID, _TargetAttackedUnit, IAAttackingUnit); break; case SpellTarget.ALLY: case SpellTarget.SELF: default: /*EnemyUnitCrew.TryGetValue(IAAttackingUnit, out _UnitGameObject); * UnitBattle _IAUnitBattle = _UnitGameObject.InstantiatedUnit.GetComponent<UnitBattle>(); * _IAUnitBattle.IAAttack(_TargetAttackedUnit);*/ break; } }
public void PlayerUnitAttack(int PlayerAttackingUnit, int _TargetAttackedUnit, SpellTarget TargetPlayerOrIA, string SpellID) { Unit _PlayerUnitGameObject; switch (TargetPlayerOrIA) { case SpellTarget.IAUNIT: PlayerUnitCrew.TryGetValue(PlayerAttackingUnit, out _PlayerUnitGameObject); UnitBattle _PlayerUnitBattle = _PlayerUnitGameObject.InstantiatedUnit.GetComponent <UnitBattle>(); _PlayerUnitBattle.PlayerSpellAttack(SpellID, _TargetAttackedUnit, PlayerAttackingUnit); break; case SpellTarget.ALLY: case SpellTarget.SELF: default: PlayerUnitCrew.TryGetValue(PlayerAttackingUnit, out _PlayerUnitGameObject); UnitBattle _PlayerUnitBattleBuff = _PlayerUnitGameObject.InstantiatedUnit.GetComponent <UnitBattle>(); _PlayerUnitBattleBuff.PlayerSpellBuff(SpellID, _TargetAttackedUnit, PlayerAttackingUnit); break; } }