//Me muevo a la posicion dentro del rango de movimiento private void WalkToEnemyInRange(UnitGridCombat thisUnit) { Grid <GridCombatSystem.GridObject> grid = GameHandler_GridCombatSystem.Instance.GetGrid(); GridPathfinding gridPathfinding = GameHandler_GridCombatSystem.Instance.gridPathfinding; if (CheckCollisionsTargetIntermedio() && gridObject.GetUnitGridCombat() == null) { if (thisUnit.GetComponent <CHARACTER_PREFS>().tipo != CHARACTER_PREFS.Tipo.DUMMY) { grid.GetGridObject(thisUnit.GetPosition()).ClearUnitGridCombat(); thisUnit.MoveTo(target, () => { gridObject.SetUnitGridCombat(thisUnit); if (gridCombatSystem.GetComponent <GridCombatSystem>().SeekEnemiesIA(thisUnit) == true) { thisUnit.AttackUnit(lookForEnemies(thisUnit)); } }); } } else { Debug.Log("Aqui no deberia entrar nunca"); } }
//Moverse hacia un enemigo al target intermedio (Movimiento fuera del Rango de Movimiento) private void WalkToEnemyOutOfRange(UnitGridCombat thisUnit) { Grid <GridCombatSystem.GridObject> grid = GameHandler_GridCombatSystem.Instance.GetGrid(); GridPathfinding gridPathfinding = GameHandler_GridCombatSystem.Instance.gridPathfinding; SelectNewMovePosition(thisUnit.GetPosition()); //Se calcula el targetIntermedio gridObject = grid.GetGridObject(targetIntermedio); if (CheckCollisionsTargetIntermedio() && gridObject.GetUnitGridCombat() == null) { if (thisUnit.GetComponent <CHARACTER_PREFS>().tipo != CHARACTER_PREFS.Tipo.DUMMY) { grid.GetGridObject(thisUnit.GetPosition()).ClearUnitGridCombat(); thisUnit.MoveTo(targetIntermedio, () => { gridObject.SetUnitGridCombat(thisUnit); if (gridCombatSystem.GetComponent <GridCombatSystem>().SeekEnemiesIA(thisUnit) == true) { thisUnit.AttackUnit(lookForEnemies(thisUnit)); } }); } } //Buscar nuevo target Intermedio y me muevo else { enemyOutOfRange = false; //El target intermedio se calcula para que siempre este a rango de movimiento, por lo tanto esto va a ser siempre false en esta parte del codigo targetIntermedio = CheckTargetRange(targetIntermedio, thisUnit); gridObject = grid.GetGridObject(targetIntermedio); if (CheckCollisionsTargetIntermedio() && gridObject.GetUnitGridCombat() == null && CheckMoveRange(targetIntermedio, thisUnit.GetPosition())) { if (thisUnit.GetComponent <CHARACTER_PREFS>().tipo != CHARACTER_PREFS.Tipo.DUMMY) { grid.GetGridObject(thisUnit.GetPosition()).ClearUnitGridCombat(); thisUnit.MoveTo(targetIntermedio, () => { gridObject.SetUnitGridCombat(thisUnit); if (gridCombatSystem.GetComponent <GridCombatSystem>().SeekEnemiesIA(thisUnit) == true) { thisUnit.AttackUnit(lookForEnemies(thisUnit)); } }); } } else //Busca un segundo target intermedio y sus adyacentes para moverse a una posicion { targetIntermedio = CheckTargetRange(targetIntermedio, thisUnit); gridObject = grid.GetGridObject(targetIntermedio); if (CheckCollisionsTargetIntermedio() && gridObject.GetUnitGridCombat() == null && CheckMoveRange(targetIntermedio, thisUnit.GetPosition())) { if (thisUnit.GetComponent <CHARACTER_PREFS>().tipo != CHARACTER_PREFS.Tipo.DUMMY) { grid.GetGridObject(thisUnit.GetPosition()).ClearUnitGridCombat(); thisUnit.MoveTo(targetIntermedio, () => { gridObject.SetUnitGridCombat(thisUnit); if (gridCombatSystem.GetComponent <GridCombatSystem>().SeekEnemiesIA(thisUnit) == true) { thisUnit.AttackUnit(lookForEnemies(thisUnit)); } }); } } } } }