Пример #1
0
        /// <summary>Update Enemy TurnMeter and Sort It</int></summary>
        /// UPDATED 01/07/2020
        private void UpdateEnemyTurnMeter(int _PlayingUnitID, BattleState _battleState)
        {
            foreach (var UnitEnemyCollection in _IACollection)
            {
                //_enemyUnitTurnmeter[UnitEnemyCollection.Key].turnMeter += _enemyCollection[UnitEnemyCollection.Key].UnitVelocity;
                _IAUnitTurnmeter[UnitEnemyCollection.Key] += (_IACollection[UnitEnemyCollection.Key].UnitVelocity / ((float)_IAUnitTurnmeter.Count + (float)_playerUnitTurnmeter.Count));

                if (_battleState.Equals(BattleState.IA_TURN))
                {
                    // If it's a enemy Turn & the Unit is the Current Playing Unit
                    if (UnitEnemyCollection.Key.Equals(_PlayingUnitID))
                    {
                        // Decrease the turnMeter by the turnMeterMaxValues.
                        //_playerCollection[UnitEnemyCollection.Key].turnMeter -= TurnMeterMaxValue;
                        _IAUnitTurnmeter[UnitEnemyCollection.Key] -= TurnMeterMaxValue;
                    }
                    currentBattleState = BattleState.UPDATE_TURN;
                }
            }
            //Sort my new _enemyUnitTurnmeter by Hiest Turnmeter
            _IAUnitTurnmeter = GetUnitsSortedByTurnMeter(_IAUnitTurnmeter);
        }