コード例 #1
0
ファイル: AirUnitOptions.cs プロジェクト: jjhp/EmpiresOfUnity
 internal override void FocussedLeftOnEnemy(GameObject enemy)
 {
     if (this.gameObject.GetComponent <Attackability>())
     {
         standardOrder = true;
         this.gameObject.GetComponent <Attackability>().attackState = Attackability.OPTIONS.Attack;
         UnitState = (this.GetComponent <Attackability>()) ? EnumProvider.ORDERSLIST.Attack : EnumProvider.ORDERSLIST.Cancel;
         Target    = enemy;
         if (!UNIT.IsABuilding)
         {
             movement.SetKinematic();
             MoveToPoint       = Target.transform.position;
             movement.IsMoving = true;
         }
         IsAttacking = true;
         //    GetComponent<Movability>().IsMoving = true;
         //     airUnitState = (OPTIONS)EnumProvider.ORDERSLIST.Attack;
         standardOrder = false;
     }
 }
コード例 #2
0
    internal override void FocussedLeftOnGround(Vector3 worldPoint)
    {
        standardOrder = true;
        //   IsMovingAsGroup = true;
        movement.SetKinematic();
        //     UnitState = OPTIONS.MoveTo;

        movement.MoveToPoint     = worldPoint;
        movement.MovingDirection = worldPoint;
        //     gameObject.transform.position += (Movement.MovingDirection * Movement.Speed);
        IsAttacking   = false;
        Target        = null;
        IsMoving      = true;
        UnitState     = OPTIONS.MoveTo;
        standardOrder = false;
    }