public bool EvaluateHex(BattleHex evaluatedHex) { return(evaluatedHex.battleHexState == HexState.active && //Excludes inactive hexes !evaluatedHex.isStartingHex && //Excludes the starting position evaluatedHex.AvailableToGround()); //excludes water and mountains }
public bool EvaluateHex(BattleHex evaluatedHex) { return(evaluatedHex.battleHexState == HexState.active && // Excluye maleficios inactivos !evaluatedHex.isStartingHex && // Excluye la posición inicial evaluatedHex.AvailableToGround()); // excluye agua y montañas }
public bool EvaluateHex(BattleHex evaluatedHex) { return(evaluatedHex.battleHexState == HexState.active && !evaluatedHex.isStartingHex && !evaluatedHex.isIncluded && evaluatedHex.AvailableToGround()); }
public bool EvaluateHex(BattleHex evaluatedHex) { return(evaluatedHex.battleHexState == HexState.active && !evaluatedHex.isStartingHex && !evaluatedHex.isIncluded && evaluatedHex.AvailableToGround() && evaluatedHex.GetComponentInChildren <Enemy>() == null); }
public bool EvaluateHex(BattleHex evaluatedHex) { return(evaluatedHex.battleHexState == HexState.active && // Excluye maleficios inactivos !evaluatedHex.isStartingHex && // Excluye la posición inicial !evaluatedHex.isIncluded && // excluye los hexágonos que ya están marcados como válidos evaluatedHex.AvailableToGround() && // excluye agua y montañas ifThereIsAI(evaluatedHex)); // excluye los hacks ocupados por el regimiento del jugador }
public bool EvaluateHex(BattleHex evaluatedHex) { return(evaluatedHex.battleHexState == HexState.active && //Excludes inactive hexes !evaluatedHex.isStartingHex && //Excludes the starting position !evaluatedHex.isIncluded && //excludes hexes that are already marked as valid evaluatedHex.AvailableToGround() && //excludes water and mountains ifThereIsAI(evaluatedHex)); //excludes hacks occupied by player's regiment }