////////////////////////////////////////// /// GetTargetModel() /// Returns the character model that the /// incoming action targets. ////////////////////////////////////////// private CharacterModel GetTargetModel(CombatTargets i_eTarget, QueuedAction i_action) { // let's just brute force this for now string strTargetID; if (i_eTarget == CombatTargets.Self) { // if the action target is self, use whoever owns the ID strTargetID = i_action.GetOwnerID(); } else { // if the target is oppened, use the proper target...TODO fix this! strTargetID = i_action.GetOwnerID() == "Finthis" ? "Goblin" : "Finthis"; } return(ModelManager.Instance.GetModel(strTargetID)); }
////////////////////////////////////////// /// GetTargetModel() /// Returns the character model that the /// incoming action targets. ////////////////////////////////////////// private CharacterModel GetTargetModel( CombatTargets i_eTarget, QueuedAction i_action ) { // let's just brute force this for now string strTargetID; if ( i_eTarget == CombatTargets.Self ) { // if the action target is self, use whoever owns the ID strTargetID = i_action.GetOwnerID(); } else { // if the target is oppened, use the proper target...TODO fix this! strTargetID = i_action.GetOwnerID() == "Finthis" ? "Goblin" : "Finthis"; } return ModelManager.Instance.GetModel( strTargetID ); }