예제 #1
0
    public void SetAI(int num, Material mat, KingdomDirector k)
    {
        switch (num)
        {
        case 1:
            tag = "AI1";
            break;

        case 2:
            tag = "AI2";
            break;

        case 3:
            tag = "AI3";
            break;

        case 4:
            tag = "AI4";
            break;

        default:
            break;
        }

        flag.GetComponent <MeshRenderer>().material = mat;
        kingdom = k;

        _HP = maxHP;
        //Invoke("Detect", 0);
        needsHealing = false;
        _state       = new Stack <States>();
        _state.Push(States.IDLE);
    }
예제 #2
0
    public KingdomDirector GetRandomKingdom(KingdomDirector kingdom)
    {
        List <GameObject> otherBases = new List <GameObject>();

        for (int i = 0; i < bases.Length; i++)
        {
            if (bases[i] != kingdom.gameObject && bases[i].activeInHierarchy == true)
            {
                otherBases.Add(bases[i]);
            }
        }

        KingdomDirector retval = null;

        if (otherBases.Count > 0)
        {
            retval = otherBases[Random.Range(0, otherBases.Count)].GetComponent <KingdomDirector>();
        }
        return(retval);
    }