IEvaluateHex checkHex = new IfItIsNewFlying();//refer to interface to access the behavior we need
    //individualizes the search for positions for a flying regiments
    public void GetAdjacentHexesExtended(BattleHex initialHex)
    {
        List <BattleHex> neighboursToCheck = NeighboursFinder.GetAdjacentHexes(initialHex, checkHex);

        foreach (BattleHex hex in neighboursToCheck)
        {
            hex.isNeighboringHex = true;//defines the hex as adjacent to evaluted initial hex
            hex.distanceText.SetDistanceForFlyingUnit(initialHex);
            hex.MakeMeAvailable();
        }
    }
    public void GetAdjacentHexesExtended(BattleHex initialHex)
    {
        List <BattleHex> neighboursToCkeck = NeighboursFinder.GetAdjacentHexes(initialHex, checkHex);

        foreach (BattleHex hex in neighboursToCkeck)
        {
            hex.isNeighbourgHex = true;
            hex.distanceText.SetDistanceFofFlyingUnit(initialHex);
            hex.MakeAvailable();
        }
    }
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    public void GetAdjacentHexesExtended(HexBattale initialHex)
    {
        List <HexBattale> neighboursToCheck = NeighboursFinder.GetAdjacentHexes(initialHex, chcekHex);

        foreach (HexBattale hex in neighboursToCheck)
        {
            hex.isNeighboringHex = true;
            hex.distanceText.SetDistanceFromStartingHex(initialHex);
            hex.MakeMeAviable();
        }
    }
    IEvaluateHex checkHex = new IfItIsNewFlying();// consulte la interfaz para acceder al comportamiento que necesitamos
    // individualiza la búsqueda de puestos para un regimiento de vuelo
    public void GetAdjacentHexesExtended(BattleHex initialHex)
    {
        List <BattleHex> neighboursToCheck = NeighboursFinder.GetAdjacentHexes(initialHex, checkHex);

        foreach (BattleHex hex in neighboursToCheck)
        {
            hex.isNeighboringHex = true;// define el hexadecimal como adyacente al hexadecimal inicial evaluado
            hex.distanceText.SetDistanceForFlyingUnit(initialHex);
            hex.MakeMeAvailable();
        }
    }
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    public void GetAdjacentHexesExtended(BattleHex initialHex)
    {
        List <BattleHex> neighboursToCheck = NeighboursFinder.GetAdjacentHexes(initialHex, checkHex);

        foreach (BattleHex hex in neighboursToCheck)
        {
            if (hex.distanceText.EvaluateDistance(initialHex))
            {
                OptimalPath.nextStep = hex;
                break;
            }
        }
    }
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    IEvaluateHex checkHex = new IfItIsNewGroundAI();//refer to interface to access the behavior we need
    public void GetAdjacentHexesExtended(BattleHex initialHex)
    {
        List <BattleHex> neighboursToCheck = NeighboursFinder.GetAdjacentHexes(initialHex, checkHex);

        foreach (BattleHex hex in neighboursToCheck)
        {
            if (hex.distanceText.EvaluateDistanceForGround(initialHex))
            {
                hex.isNeighboringHex = true;//defines the hex as adjacent to evaluted initial hex
                hex.distanceText.SetDistanceForGroundUnit(initialHex);
            }
        }
    }
    public void GetAdjacentHexesExtended(int stepsLimit, BattleHex initialHex)
    {
        List <BattleHex> neighboursToCheck = NeighboursFinder.GetAdjacentHexes(initialHex, checkHex);

        foreach (BattleHex hex in neighboursToCheck)
        {
            // Compara el valor actual de la variable del punto distanceFromStarting con un nuevo valor
            if (hex.distanceText.EvaluateDistanceForGroundAI(initialHex, stepsLimit))
            {
                hex.isNeighboringHex = true;
                hex.distanceText.SetDistanceForGroundUnit(initialHex);// establece la distancia desde el hex de inicio
            }
        }
    }
    IEvaluateHex checkHex = new IfItIsTargetRange();// to access the behavior we need
    public void GetAdjacentHexesExtended(BattleHex initialHex)
    {
        //collect hexes that meet the criteria defined by the IfItIsTargetRange rule
        List <BattleHex> neighboursToCheck = NeighboursFinder.GetAdjacentHexes(initialHex, checkHex);

        foreach (BattleHex hex in neighboursToCheck)
        {
            hex.lookingForTarget = true;//defines the hex as adjacent to evaluted  hex
            if (hex.GetComponentInChildren <Enemy>() != null)
            {
                hex.DefineMeAsPotencialTarget();//marks hex as a potential target
            }
        }
    }
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    IEvaluateHex checkHex = new IfItIsTargetRange();// para acceder al comportamiento que necesitamos
    public void GetAdjacentHexesExtended(BattleHex initialHex)
    {
        // recolecta hexes que cumplen con los criterios definidos por la regla IfItIsTargetRange
        List <BattleHex> neighboursToCheck = NeighboursFinder.GetAdjacentHexes(initialHex, checkHex);

        foreach (BattleHex hex in neighboursToCheck)
        {
            hex.lookingForTarget = true;// define el hexadecimal como adyacente al hexadecimal evaluado
            if (hex.GetComponentInChildren <Enemy>() != null)
            {
                hex.DefineMeAsPotencialTarget();// marca hexadecimal como un objetivo potencial
            }
        }
    }
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    public void GetAdjacentHexesExtended(int stepsLimit, BattleHex initialHex)
    {
        List <BattleHex> neighboursToCheck = NeighboursFinder.GetAdjacentHexes(initialHex, checkHex);

        foreach (BattleHex hex in neighboursToCheck)
        {
            //Compares the current value of the distanceFromStarting point variable with a new value
            if (hex.distanceText.EvaluateDistanceForGroundAI(initialHex, stepsLimit))
            {
                hex.isNeighboringHex = true;
                hex.distanceText.SetDistanceForGroundUnit(initialHex);//sets the distance from the starting hex
            }
        }
    }
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    public void GetAdjacentHexesExtended(HexBattale initialHex)
    {
        List <HexBattale> neighboursToCheck = NeighboursFinder.GetAdjacentHexes(initialHex, checkHex);

        foreach (HexBattale hex in neighboursToCheck)
        {
            //compare distances between two hexes
            if (hex.distanceText.EvaluateDistance(initialHex))
            {
                OptimalPath.nextStep = hex;
                break;
            }
        }
    }
    IEvaluateHex checkHex = new IfItIsOptimalPath();//select option to find out the optimal path
    public void GetAdjacentHexesExtended(BattleHex initialHex)
    {
        //collect hexes to select new link of optimal path chain
        List <BattleHex> neighboursToCheck = NeighboursFinder.GetAdjacentHexes(initialHex, checkHex);

        foreach (BattleHex hex in neighboursToCheck)
        {
            //compare distances between two hexes
            if (hex.distanceText.EvaluateDistance(initialHex))
            {
                OptimalPath.nextStep = hex; //save the hex included in optimal path
                break;                      //since we have to stop looking for other hexes
            }
        }
    }
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    IEvaluateHex checkHex = new IfItIsOptimalPath();// seleccione la opción para encontrar la ruta óptima
    public void GetAdjacentHexesExtended(BattleHex initialHex)
    {
        // recolecta hexes para seleccionar un nuevo enlace de la cadena de ruta óptima
        List <BattleHex> neighboursToCheck = NeighboursFinder.GetAdjacentHexes(initialHex, checkHex);

        foreach (BattleHex hex in neighboursToCheck)
        {
            // comparar distancias entre dos hexes
            if (hex.distanceText.EvaluateDistance(initialHex))
            {
                OptimalPath.nextStep = hex; // guarda el hexadecimal incluido en la ruta óptima
                break;                      // ya que tenemos que dejar de buscar otros maleficios
            }
        }
    }
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    public override void DefineTargets()
    {
        BattleHex    initialHex = GetComponentInParent <BattleHex>(); // hex ocupado por el troll
        IEvaluateHex checkHex   = new IfItIsTarget();                 // regla de validación de hexes vecinos

        // recopilar objetivos potenciales
        List <BattleHex> neighboursToCheck = NeighboursFinder.GetAdjacentHexes(initialHex, checkHex);

        if (neighboursToCheck.Count > 0) // si hay un objetivo en el hex adyacente
        {
            HeroIsAtacking();            // ataca al objetivo
        }
        else
        {
            turn.TurnIsCompleted();
        }                               // se completa el turno
    }
    public override void DefineTargets()
    {
        BattleHex    initialHex = GetComponentInParent <BattleHex>(); //hex occupied by the troll
        IEvaluateHex checkHex   = new IfItIsTarget();                 //neighboring hexes validation rule

        //collect potencial targets
        List <BattleHex> neighboursToCheck = NeighboursFinder.GetAdjacentHexes(initialHex, checkHex);

        if (neighboursToCheck.Count > 0) //if there is a target on the adjacent hex
        {
            HeroIsAtacking();            //attacks the target
        }
        else
        {
            turn.TurnIsCompleted();
        }                               //turn is completed
    }
    // si el enemigo está cerca, márcalo y deja de buscar enemigos distantes
    bool TargetsNearby(Hero currentAtacker)
    {
        bool targetNearby = false;                                      // la variable te permite saber si hay un enemigo cerca

        initialHex = currentAtacker.GetComponentInParent <BattleHex>(); // hexagonos inicial

        // recolecta hexágonos vecinos
        neighboursToCheck = NeighboursFinder.GetAdjacentHexes(initialHex, checkHex);
        if (neighboursToCheck.Count > 0)// comprobar si la lista no está vacía
        {
            foreach (BattleHex hex in neighboursToCheck)
            {
                hex.DefineMeAsPotencialTarget();// marcar el objetivo potencial
                //hex.lookingForTarget = true;
            }
            targetNearby = true;
        }
        return(targetNearby);
    }
Esempio n. 17
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    public void DefineTargets(Hero currentAtacker)
    {
        initialHex = currentAtacker.GetComponentInParent <BattleHex>();

        // recolectar tergets potenciales
        neighboursToCheck = NeighboursFinder.GetAdjacentHexes(initialHex, checkHex);
        int currentAttackerVelocity = BattleController.currentAtacker.heroData.CurrentVelocity;

        if (neighboursToCheck.Count > 0)
        {
            foreach (BattleHex hex in neighboursToCheck)
            {
                hex.DefineMeAsPotencialTarget();// marcar el objetivo potencial
            }
        }
        else if (neighboursToCheck.Count == 0 && currentAttackerVelocity == 0)
        {
            turn = FindObjectOfType <Turn>();
            turn.TurnIsCompleted();
        }
    }