// Start is called before the first frame update void Start() { playerNear = new List <Transform>(); enemyNear = new List <Transform>(); playerPoin = enemyPoin = 0; state = CommandPointState.Neutral; }
public CommandPointResult(UInt16 headerIndex, UInt16 requestIndex, CommandPointState state, CommandStatus status) { this.headerIndex = headerIndex; this.requestIndex = requestIndex; this.state = state; this.status = status; }
private void CheckOwner() { if (playerPoin >= maxPoint) { state = CommandPointState.PlayerOwned; commandPointSphere.GetComponent <Renderer>().material = playerSphere; } if (enemyPoin >= maxPoint) { state = CommandPointState.EnemyOwned; commandPointSphere.GetComponent <Renderer>().material = enemySphere; } if (playerPoin < 1 && enemyPoin < 1) { state = CommandPointState.Neutral; commandPointSphere.GetComponent <Renderer>().material = neutralSphere; } }