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); }
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(); }