/// <summary> /// 新しく視認された情報で敵AIの情報を更新する /// </summary> /// <param name="input"></param> private void UpdateEnUnits(Input input) { foreach (var unit in input.EnUnits) { EnUnit u = new EnUnit(unit); enUnits[u.Id] = u; if (u.Type == UnitType.Castle) { enCastle = u; } } }
private void StageStart() { myUnits = new Dictionary <int, MyUnit>(); enUnits = new Dictionary <int, EnUnit>(); enCastle = new EnUnit(UnitType.Castle); enCastle.NotDiscover(); resource = new bool[GameConstant.FieldSize, GameConstant.FieldSize]; seeArea = new bool[GameConstant.FieldSize, GameConstant.FieldSize]; for (int x = 0; x < GameConstant.FieldSize; x++) { for (int y = 0; y < GameConstant.FieldSize; y++) { resource[x, y] = false; seeArea[x, y] = false; } } }