public bool isInRange(BaseRealGameObject BaseRealGameObject, int x, int y, int mod) { int dx = Math.Abs(BaseGameObject.X - x); int dy = Math.Abs(BaseGameObject.Y - y); if ((dx + dy) <= (((Unit)BaseGameObject).Move + mod)) { if (true) { } return true; } else { return false; } }
private bool create(int cost, BaseRealGameObject gameObject, char commandType, int x, int y) { return false; }
private void attack(BaseRealGameObject gameObject,int x,int y) { }
public void remove(BaseRealGameObject element) { this.elements.Remove(element); this.terrain[element.X, element.Y].elements.Remove(element); }
public bool isInRange(BaseRealGameObject BaseRealGameObject, int x, int y) { return isInRange(BaseRealGameObject, x, y, 0); }
public void add(BaseRealGameObject element) { this.elements.Add(element); this.terrain[element.X, element.Y].elements.Add(element); }