/// <summary> /// Changes the intention of the enemy based on the input recieved /// </summary> /// <param name="target">The target object or creature</param> public void changeIntent(GameObject target) { this.target = target; int currentIntent = (int)intent; // If the target is the player... if (targetIsPlayer()) { // ...and we aren't on the "attack player" intent... if (currentIntent != (int)intentions.attackPlayer) { // Change the intent intent = intentions.attackPlayer; callChangeOfIntentions(); } } // If the target is the castle... else if (targetIsCastle()) { // ...and we aren't on the "attack castle" intent... if (currentIntent != (int)intentions.attackCastle) { // Change the intent intent = intentions.attackCastle; callChangeOfIntentions(); } } // If the target is a troop... else if (targetIsTroop()) { // ...and we aren't on the "attack troop" intent... if (currentIntent != (int)intentions.attackTroop) { // Change the intent intent = intentions.attackTroop; callChangeOfIntentions(); } } // If the target isn't the player, castle, or a troop, change to the "wandering" intent else { this.target = this.gameObject; intent = intentions.wander; callChangeOfIntentions(); } }
/// <summary> /// Changes the intention of the troop based on the input recieved /// </summary> /// <param name="target">The target object or creature</param> public void changeIntent(GameObject target) { this.target = target; int currentIntent = (int)intent; // If the target is an enemy... if (targetIsEnemy()) { // ...and we aren't on the "attack enemy" intent... if (currentIntent != (int)intentions.attackEnemy) { // Change the intent intent = intentions.attackEnemy; callChangeOfIntentions(); } } // If the target is a collectible... else if (targetIsCollectible()) { // ...and we aren't on the "get collectible" intent... if (currentIntent != (int)intentions.getCollectible) { // Change the intent intent = intentions.getCollectible; callChangeOfIntentions(); } } // If the target is the castle... else if (targetIsCastle()) { // ...and we aren't on the "protect castle" intent... if (currentIntent != (int)intentions.protectCastle) { // Change the intent intent = intentions.protectCastle; callChangeOfIntentions(); } } // If the target isn't an enemy, collectible, or castle, change to the "wandering" intent else { this.target = this.gameObject; intent = intentions.wander; callChangeOfIntentions(); } }