public void DoCapture(HelperFunctions.Team toTeam, int amount) { if (toTeam == HelperFunctions.Team.Cube) { captureProgress += amount; } else if (toTeam == HelperFunctions.Team.Sphere) { captureProgress -= amount; } if (captureProgress == 0) { //Set to Neutral team state = StateMachine.StatueState.Neutral; settings.team = HelperFunctions.Team.Neutral; SetVisualStatue(); } else if (captureProgress == captureLimit) { //Set to Cube team state = StateMachine.StatueState.Cube; settings.team = HelperFunctions.Team.Cube; SetVisualStatue(); } else if (captureProgress == -captureLimit) { //Set to Sphere team state = StateMachine.StatueState.Sphere; settings.team = HelperFunctions.Team.Sphere; SetVisualStatue(); } }
//Positive capture side is for cube, negative is for sphere //When capping from enemy to yours, if you get prograss to 0 // the statue will become neutral first private void Awake() { if (settings.team == HelperFunctions.Team.Cube) { state = StateMachine.StatueState.Cube; captureProgress = captureLimit; } else if (settings.team == HelperFunctions.Team.Sphere) { state = StateMachine.StatueState.Sphere; captureProgress = captureLimit * -1; } else { state = StateMachine.StatueState.Neutral; } SetVisualStatue(); }