public override void DefineTargets() { BattleHex initialHex = GetComponentInParent <BattleHex>(); //hex occupied by the troll IEvaluateHex checkHex = new IfItIsTarget(); //neighboring hexes validation rule //collect potencial targets List <BattleHex> neighboursToCheck = NeighboursFinder.GetAdjacentHexes(initialHex, checkHex); if (neighboursToCheck.Count > 0) //if there is a target on the adjacent hex { HeroIsAtacking(); //attacks the target } else { turn.TurnIsCompleted(); } //turn is completed }
public override void DefineTargets() { BattleHex initialHex = GetComponentInParent <BattleHex>(); // hex ocupado por el troll IEvaluateHex checkHex = new IfItIsTarget(); // regla de validación de hexes vecinos // recopilar objetivos potenciales List <BattleHex> neighboursToCheck = NeighboursFinder.GetAdjacentHexes(initialHex, checkHex); if (neighboursToCheck.Count > 0) // si hay un objetivo en el hex adyacente { HeroIsAtacking(); // ataca al objetivo } else { turn.TurnIsCompleted(); } // se completa el turno }