コード例 #1
0
    public void LoadEnemiesAsTracked(int pickAlliance)
    {
        List <AITTarget> original = Trackable;
        int size = original.Count;

        LastMask      = new bool[size];
        dev_Selection = new GameObject[size];
        for (int i = 0; i < size; i++)
        {
            //Selection[i] = original[i];
            LastMask[i] = false;
            if (original[i] == null)
            {
                Debug.Log("AITSelection.Value is null at " + i);
                continue;
            }

            dev_Selection[i] = original[i].SelectionSource.gameObject;
            AITTarget source = original[i].SelectionSource2 as AITTarget;
            if (source != null && source.Alliance != pickAlliance)
            {
                LastMask[i] = true;
            }
        }
    }
コード例 #2
0
    /// <summary>
    /// Should be called on targets that were trackable.
    /// </summary>
    /// <param name="target">It's okay to pass invalid value. Null might not work for debug.</param>
    public void UnRegisterAITTarget(AITTarget target)
    {
        Trackable.Remove(target);

        dev_Selection = new GameObject[Trackable.Count];
        for (int i = 0; i < Trackable.Count; i++)
        {
            dev_Selection[i] = Trackable[i].SelectionSource.gameObject;
        }
        Debug.Log("UnRegister targetable " + target, target);
    }
コード例 #3
0
 /// <summary>
 /// Should be called on targets that you want to be trackable.
 /// </summary>
 /// <param name="target"></param>
 public void RegisterAITTarget(AITTarget target)
 {
     if (target == null)
     {
         Debug.LogError("RegisterAIT:Passed AITTargets value is null. Aborting.");
     }
     else
     {
         Debug.Log("Register targetabl " + target, target);
         Trackable.Add(target);
     }
 }
コード例 #4
0
    /// <summary>
    /// Sets
    /// </summary>
    /// <param name="pickAlliance"></param>
    public void LoadAlliesAsTracked(int pickAlliance)
    {
        List <AITTarget> original = Trackable;
        int size = original.Count;

        LastMask      = new bool[size];
        dev_Selection = new GameObject[size];

        for (int i = 0; i < size; i++)
        {
            LastMask[i] = false;

            dev_Selection[i] = original[i].SelectionSource.gameObject;
            AITTarget source = original[i].SelectionSource2 as AITTarget;
            if (source != null && source.Alliance == pickAlliance)
            {
                LastMask[i] = true;
            }
        }
    }