//tower on taking damage reaction, by ai style public void onDamageReaction(Team t, bool isPL) { switch (aiType) { case CpuType.aggressive: cpu.targetCheckTimer = 20; cpu.State = StaticStrings.running; cpu.target = giveAttackingTarget(t).Tower.transform; player.helperDefenceTower(); break; case CpuType.balanced: cpu.targetCheckTimer = 20; cpu.State = StaticStrings.running; cpu.target = giveAttackingTarget(t).Helper.transform; player.helperDefenceTower(); break; case CpuType.defensive: cpu.targetCheckTimer = 20; cpu.State = StaticStrings.running; cpu.target = giveAttackingTarget(t).transform; break; } }
public void ActionsInputs() { //グルマを回る if (upInput()) { if (!goUp) { goUp = true; Currentstate++; Currentstate %= targets.Count; hand.reciveTrget(targets[Currentstate]); player.getCanvas().arrowCenter.rotation = Quaternion.Euler(0, 0, Currentstate * 360 / 9); player.getCanvas().changeArrowColor(targets[Currentstate].GetComponent <ITeam>().getTeam()); } player.changeMesageImage(retrunSprite("Attack_Icon")); } if (RightInput()) { player.helperDefenceTower(); player.changeMesageImage(retrunSprite("Defense_Icon")); } if (LeftInput()) { player.helperMakeCake(); player.changeMesageImage(retrunSprite("MakePancake")); } }