void getCurrentTarget() { if (nowTarget != GameManager.NowTarget.Core) { switch (firstPriority) { case GameManager.NowTarget.Player: myTmpTarget = SceneManager.CalculationDis_Soldier(this, true); break; case GameManager.NowTarget.Soldier: myTmpTarget = SceneManager.CalculationDis_Soldier(this, false); break; case GameManager.NowTarget.Tower: myTmpTarget = SceneManager.CalculationDis_Tower(this); break; default: break; } if (myTmpTarget.myTarget != null) { _attributes = myTmpTarget.myTarget.GetComponent <isDead>(); if (!_attributes.checkDead) { nowTarget = _attributes.myAttributes; goAtkPos(myTmpTarget.nowPointScript, myTmpTarget.goPos, _attributes); } } } }
public void cancelSelectTarget(bool _now) { OtherSoldierNeedCancel(); if (correctPos != null) { points.RemoveThisPoint(correctPos); } correctPos = null; points = null; targetDeadScript = null; currentTarget = null; chaseTime = 0; nowTarget = GameManager.NowTarget.Null; firstAtk = false; if (!_now) { chaseTime = 1.5f; nowState = states.Wait_TargetDie; stopDetect = false; } }
public void Update_ThisAbility(GameManager.NowTarget _whoUpdate, Myability _state, byte _level, GameManager.whichObject _whoIs) { switch (_whoUpdate) { case GameManager.NowTarget.Null: FindAnd_UnLock(_whoIs); break; case GameManager.NowTarget.Player: myPlayer.Net.RPC("UpdataData", PhotonTargets.All, _level, (int)_state); break; case GameManager.NowTarget.Soldier: myPlayer.Net.RPC("UpdateSoldier", PhotonTargets.All, _level, (int)_state); break; case GameManager.NowTarget.Tower: myPlayer.Net.RPC("UpdateTower", PhotonTargets.All, _level, (int)_state); break; default: break; } }