Esempio n. 1
0
 public void Initialize(PlayerAI t_playerAI)
 {
     m_playerAI = t_playerAI;
     m_player = m_playerAI.GetPlayer();
     m_mapGrid = m_playerAI.m_mapGrid;
 }
Esempio n. 2
0
    void DefendCity()
    {
        bool newTargetCity = true;

        if (m_targetObj != null)
        {
            City targetCity = m_targetObj.GetComponent <City>();

            if (targetCity.GetOwnerID() == m_playerAI.GetID())
            {
                newTargetCity = false;
            }
        }

        if (newTargetCity)
        {
            List <GameObject> targetCities = m_playerAI.GetPlayer().GetCities();

            City targetCity = null;

            foreach (GameObject city in targetCities)
            {
                if (targetCity == null)
                {
                    targetCity = city.GetComponent <City>();
                    break;
                }
            }

            if (targetCity != null)
            {
                m_targetObj  = targetCity.gameObject;
                m_targetTile = targetCity.GetOriginTile();
            }
        }

        if (m_targetObj != null)
        {
            List <BorderTile> borderTiles = m_targetObj.GetComponent <City>().GetBorderTiles();

            m_targetTile = borderTiles[Random.Range(0, borderTiles.Count)].m_tile;

            List <Tile> nearbyTiles = Tile.GetTilesInRange(m_unit.GetCurrentTile(), m_unit.GetVisionRange());

            foreach (Tile tile in nearbyTiles)
            {
                Unit unit = tile.GetUnitInTile();

                if (unit != null)
                {
                    if (unit.GetUnitType() == UnitType.CombatUnit)
                    {
                        if (unit.GetOwnerID() != m_playerAI.GetID())
                        {
                            m_targetObj  = unit.gameObject;
                            m_targetTile = unit.GetCurrentTile();
                            break;
                        }
                    }
                }
            }

            m_unit.SetPath(m_playerAI.m_mapGrid.CreatePath(m_unit.GetCurrentTile(), m_targetTile, m_unit), m_targetTile);
        }
    }