public AttackingFleet(Fleet myFleet, Battle myBattle) {JustEntered = false; frame = World.frame; MyFleet = myFleet; MyBattle = myBattle; }
public AttackingFleetToMerge(Fleet fleet, AttackingFleet fleet_to_merge_with) {JustEntered = false; frame = World.frame; MyFleet = fleet; FleetToMergeWith = fleet_to_merge_with; }
public void Rule2(float dt, World world){ switch (s2) { case -1: if(!(IsAutoRouteActive)) { s2 = -1; return; }else { goto case 4; } case 4: count_down4 = UnityEngine.Random.Range(2f,3f); goto case 5; case 5: if(((count_down4) > (0f))) { count_down4 = ((count_down4) - (dt)); s2 = 5; return; }else { goto case 0; } case 0: if(((((Source.LocalFleets) / (2))) > (0))) { goto case 1; }else { s2 = -1; return; } case 1: ___new_fleet21 = new Fleet(new GameStatistic(1f,1f,1f,1f),(Source.LocalFleets) / (2),Source.Owner.Value,Source.Position,this); TravellingFleets = new Cons<TravellingFleet>(new TravellingFleet(___new_fleet21,Destination), (TravellingFleets)).ToList<TravellingFleet>(); Source.LocalFleets = ((Source.LocalFleets) / (2)); s2 = -1; return; default: return;}}
public void Rule1(float dt, World world){ switch (s1) { case -1: if(!(((((((((((Source.Selected) && (Destination.RightSelected))) && (Source.Owner.IsSome))) && (Source.Battle.IsNone))) && (UnityEngine.Input.GetKey(KeyCode.LeftShift)))) && (((Source.LocalFleets) > (0)))))) { s1 = -1; return; }else { goto case 1; } case 1: ___new_fleet10 = new Fleet(new GameStatistic(1f,1f,1f,1f),Source.LocalFleets,Source.Owner.Value,Source.Position,this); TravellingFleets = new Cons<TravellingFleet>(new TravellingFleet(___new_fleet10,Destination), (TravellingFleets)).ToList<TravellingFleet>(); Source.LocalFleets = 0; s1 = -1; return; default: return;}}
public TravellingFleet(Fleet myfleet, Planet destination) {JustEntered = false; frame = World.frame; UnityEngine.Vector3 ___velocity00; ___velocity00 = (destination.Position) - (myfleet.Position); UnityEngine.Vector3 ___velocity_norm00; ___velocity_norm00 = ___velocity00.normalized; Velocity = ___velocity_norm00; MyFleet = myfleet; MaxVelocity = 1f; Destination = destination; }
public LandingFleet(Fleet myFleet) {JustEntered = false; frame = World.frame; MyFleet = myFleet; }