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); }
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); }