public static void GetEffects(List <int> States, HolderDataEnemy enemy)
 {
     foreach (var state in States)
     {
         enemy.Ai.AddEffect(StaticValues.States.States[state]);
     }
 }
    int WeaponInRange(HolderDataEnemy target)
    {
        int   indexWeapon = 0;
        float range       = Vector3.Distance(data.agent.transform.position, target.transform.position);

        if (target.Ai.currentStats.Battle.range > range)
        {
            indexWeapon = -1;
        }
        return(indexWeapon);
    }
Exemple #3
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 public Attack(PlayerMachine.Data _data, int _index)
 {
     index        = _index;
     data         = _data;
     targetAi     = null;
     targetPlayer = null;
     if (data.targets[0].TryGetComponent(out HolderDataEnemy enemy))
     {
         targetAi = enemy;
     }
     if (data.targets[0].TryGetComponent(out HolderDataCharacter character))
     {
         targetPlayer = character;
     }
     SetTarget();
     SetBools();
 }