public bool EvaluateHex(BattleHex evaluatedHex)
 {
     return(evaluatedHex.battleHexState
            == HexState.active &&  //Excludes inactive hexes
            !evaluatedHex.isStartingHex &&     //Excludes the starting position
            evaluatedHex.AvailableToGround());       //excludes water and mountains
 }
Exemplo n.º 2
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 public bool EvaluateHex(BattleHex evaluatedHex)
 {
     return(evaluatedHex.battleHexState
            == HexState.active &&  // Excluye maleficios inactivos
            !evaluatedHex.isStartingHex &&     // Excluye la posición inicial
            evaluatedHex.AvailableToGround());       // excluye agua y montañas
 }
Exemplo n.º 3
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 public bool EvaluateHex(BattleHex evaluatedHex)
 {
     return(evaluatedHex.battleHexState
            == HexState.active &&
            !evaluatedHex.isStartingHex &&
            !evaluatedHex.isIncluded &&
            evaluatedHex.AvailableToGround());
 }
Exemplo n.º 4
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 public bool EvaluateHex(BattleHex evaluatedHex)
 {
     return(evaluatedHex.battleHexState
            == HexState.active &&
            !evaluatedHex.isStartingHex &&
            !evaluatedHex.isIncluded &&
            evaluatedHex.AvailableToGround() &&
            evaluatedHex.GetComponentInChildren <Enemy>() == null);
 }
Exemplo n.º 5
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 public bool EvaluateHex(BattleHex evaluatedHex)
 {
     return(evaluatedHex.battleHexState
            == HexState.active &&  // Excluye maleficios inactivos
            !evaluatedHex.isStartingHex &&     // Excluye la posición inicial
            !evaluatedHex.isIncluded &&     // excluye los hexágonos que ya están marcados como válidos
            evaluatedHex.AvailableToGround() &&     // excluye agua y montañas
            ifThereIsAI(evaluatedHex));       // excluye los hacks ocupados por el regimiento del jugador
 }
 public bool EvaluateHex(BattleHex evaluatedHex)
 {
     return(evaluatedHex.battleHexState
            == HexState.active &&  //Excludes inactive hexes
            !evaluatedHex.isStartingHex &&     //Excludes the starting position
            !evaluatedHex.isIncluded &&     //excludes hexes that are already marked as valid
            evaluatedHex.AvailableToGround() &&     //excludes water and mountains
            ifThereIsAI(evaluatedHex));       //excludes hacks occupied by player's regiment
 }