Exemplo n.º 1
0
        public void UnitPlayerAttack(int _clientId, int _unitPosition, int _unitTarget)
        {
            Unit _CurrentUnit   = new Unit();
            Unit _CurrentTarget = new Unit();

            //Console.WriteLine("Unit Player Attack");
            if (currentBattleState == BattleState.PLAYER_TURN)
            {
                if (Unit_PlayerCrew.TryGetValue(_unitPosition, out _CurrentUnit))
                {
                    if (Unit_EnemyCrew.TryGetValue(_unitTarget, out _CurrentTarget))
                    {
                        if (_CurrentTarget.isSpawned && _CurrentUnit.isSpawned)
                        {
                            // Target & Player Unit are Spawned
                            if (_CurrentTarget.UnitHp > 0 && _CurrentUnit.UnitHp > 0)
                            {
                                Console.WriteLine(_CurrentUnit.UnitName + " deal " + _CurrentUnit.UnitPower.ToString() + " to the Enemy unit " + _CurrentTarget.UnitName);
                                ServerSend.AttackUnit(_clientId, _unitPosition, _unitTarget);
                                // Target & Player Unit are Alive

                                _CurrentTarget.UnitHp -= _CurrentUnit.UnitPower;
                                if (_CurrentTarget.UnitHp <= 0)
                                {
                                    //TargetDied
                                    // Check If Win
                                    foreach (var Unit in Unit_EnemyCrew)
                                    {
                                        if (Unit.Value.UnitHp > 0)
                                        {
                                        }
                                        else
                                        {
                                            currentBattleState = BattleState.WON;
                                        }
                                    }
                                }
                                else
                                {
                                    currentBattleState = BattleState.IA_TURN;
                                    // EndPlayerTurn
                                }
                            }
                        }
                    }
                }
                //sortedUnits = GetUnitsSortedByTurnMeter();
                // Update units Parameters (Hp, TurnMeter..)
            }
        }