Esempio n. 1
0
    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);
                }
            }
        }
    }
Esempio n. 2
0
    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;
        }
    }
Esempio n. 3
0
    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;
        }
    }