Esempio n. 1
0
 //Stops health overflow (although we may want that)
 public void addHealth(enemy Enemy)
 {
     if (Enemy != null)
     {
         if (Enemy.health > Enemy.startingHealth - healSpeed) { Enemy.health = Enemy.startingHealth; }
         else { Enemy.health += healSpeed; }
     }
 }
Esempio n. 2
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 //Guts of the function: finds the enemy closest to the medship within a certain list that is not already being healed.
 public enemy closestEnemyInList(List<enemy> enemyList, List<enemy> alreadyHealing, List<enemy> impossibleList)
 {
     if (enemyList.Count > 0)
     {
         temporaryClosestEnemy = enemyList[0];
         temporarySmallestDistance = workOutDistance(this.position, enemyList[0].position);
         foreach (enemy enemyHandling in enemyList)
         {
             if (!(alreadyHealing.Contains(enemyHandling) || impossibleList.Contains(enemyHandling)))
             {
                 if (workOutDistance(this.position, enemyHandling.position) < temporarySmallestDistance)
                 {
                     temporaryClosestEnemy = enemyHandling;
                     temporarySmallestDistance = workOutDistance(this.position, enemyHandling.position);
                 }
             }
         }
         return temporaryClosestEnemy;
     }
     else return null;
 }
Esempio n. 3
0
 //Trying to make the Heal function as short as possible, because it won't be very simple.
 public bool isHealAble(enemy Enemy)
 {
     if (Enemy.health < Enemy.startingHealth) { return true; }
     else { return false; }
 }