static FactionMatrix() { //initial setup FactionMatrix.SetRelationship(0, 1, Diplo.WAR); FactionMatrix.SetRelationship(0, 2, Diplo.ALLY); FactionMatrix.SetRelationship(0, 3, Diplo.PEACE); FactionMatrix.SetRelationship(0, 0, Diplo.ALLY); FactionMatrix.SetRelationship(1, 2, Diplo.WAR); FactionMatrix.SetRelationship(1, 3, Diplo.WAR); FactionMatrix.SetRelationship(2, 3, Diplo.PEACE); }
void OnTriggerEnter(Collider col) { if (col.GetComponent <Fleet> ()) { Fleet f = col.GetComponent <Fleet> (); if (FactionMatrix.IsHostile(Faction, f.Faction)) { EnemyClose.Add(f); if (!pause) { PromptAction(); } } else if (Faction == f.Faction) { FriendlyClose.Add(f); } } NearbyGameObjects.Add(col.gameObject); StrategicUIManager.UpdateUI(); }
public bool isHostile(FAC caller) { return(FactionMatrix.IsHostile(caller, Faction)); }