Exemple #1
0
    // Transmit the unit on this node toward the relevant connexion's node
    bool SendUnit(Connexion relevantConnexion)
    {
        // Check if there is a unit to send
        if (_unitOnNode == null)
        {
            // Otherwise,
            // Return that it couldn't succesfully send the inexisting unit
            Debug.Log("Error - " + this + " : SendUnit() called with no unit to send.");
            return(false);
        }

        // Check if the unit can start traveling to the relevant node
        if (!_unitOnNode.IsReadyToExecuteOrder())
        {
            // Otherwise,
            // Return that it couldn't succesfully send the inexisting unit
            Debug.Log("Error - " + this + " : SendUnit() called but the unit isnt't ready to travel to it's new destination.");
            return(false);
        }

        // Transmit the unit on this node to the target node system
        if (!relevantConnexion._connectedNode.RecieveUnit(_unitOnNode))
        {
            // If the target node couldn't recive the unit,
            // Return that it couldn't succesfully send the unit
            Debug.Log("Error - " + this + " : SendUnit() called but couldn't successfully transmit the unit to it's destination node.");
            return(false);
        }

        // Make the unit travel to it's relevant node
        _unitOnNode.RecieveOrder(relevantConnexion._path);


        // Set the target node on unit
        _unitOnNode._currentNode = relevantConnexion._connectedNode;

        // Set the last node on unit
        _unitOnNode._lastNode = this;

        // Check if the unit has a child
        if (_unitOnNode._childCount > 0)
        {
            // If it does, spawn it on this node
            _unitOnNode._childCount--;
            _unitOnNode = SpawnUnitOnNode();
            // Calculate relevant destination
            _relevantConnexionFound = CalculateRelevantConnexion(ref _relevantConnexion);
        }
        else
        {
            // Otherwise, remove the stored unit from this node if it was sucessfully sent
            _unitOnNode = null;
            // Reset relevant connexion
            _relevantConnexionFound = false;
        }

        // Return that it succesfully send the unit
        return(true);
    }