private bool CheckIsTooManyEnemies(CircleType circleType_) { return (circles.Count > 1 && MyCircleRenderer.TYPE.ENEMY == circleType_ && circleType_ == circles[circles.Count-1].Type); }
private bool CheckIsTargetCanReplaceByFinger(CircleType circleType_) { return (MyCircleRenderer.TYPE.ENEMY == circles[circles.Count-1].Type || 2 == circles.Count && MyCircleRenderer.TYPE.PLAYER == circles[circles.Count-1].Type); }
private bool CheckIsGroupValid(CircleType circleType_) { return (2 != circles.Count || CircleType.ENEMY == circleType_ || 2 == circles.Count && MyCircleRenderer.TYPE.PLAYER == circles[0].Type && circles[0].Type == circleType_); }
private bool CheckIsEnemyFirst(CircleType circleType_) { return (0 == circles.Count && MyCircleRenderer.TYPE.ENEMY == circleType_); }
private bool CheckIsCanAddTarget(CircleType circleType_, GameObject trackingTarget_) { return (CheckIsNotExist(trackingTarget_) && !CheckIsEnemyFirst(circleType_) && CheckIsGroupValid(circleType_) && !CheckIsTooManyEnemies(circleType_) && !CheckIsAnyEnemyAlreadyIn()); }
private bool CheckIsCanAddTarget(CircleType circleType_) { return !(0 == circles.Count || MyCircleRenderer.TYPE.FINGER != circleType_ || MyCircleRenderer.TYPE.FINGER == circles[circles.Count-1].Type); }