private void EndWeaponSelection() { List <WSUnitDescriptor> myUnits = new List <WSUnitDescriptor>(); foreach (int player in playerDirectory.Keys) { if (playerDirectory[player] == PlayerType.Local) { foreach (WSUnitManager unit in _units[player]) { myUnits.Add(new WSUnitDescriptor(unit.VisiblePosition, unit.UnitType, unit.WeaponType, player)); } } if (playerDirectory[player] == PlayerType.AI) { List <Vector2> unitPositions = new List <Vector2>(); foreach (WSUnitManager unit in _units[player]) { unitPositions.Add(unit.VisiblePosition); } myUnits = myUnits.Concat(DefaultAI.DefaultUnitPicker(unitPositions, player)).ToList(); } } Vaults.wsUnitList = Vaults.wsUnitList.Concat(myUnits).ToList(); if (matchController != null) { NetSendUnits(myUnits); return; } UnityEngine.SceneManagement.SceneManager.LoadScene("Skirmish"); }
// used to have a character move private void characterMoving() { DefaultAI aiCharacter = currentActor.GetComponent <DefaultAI> (); // checks if it is an npc otherwise it's the player if (aiCharacter != null) { if (!inMovement) { aiCharacter.NpcMovement.TargetPoint = newLocation; aiCharacter.NpcMovement.CurrentAction = "pursue"; aiCharacter.InCutscene = true; } } else { int newWalkingDirection; playerMovement.InCutscene = true; if (currentActor.transform.position.x != newLocation.x) { newWalkingDirection = currentActor.transform.position.x < newLocation.x ? 2 : 0; } else { newWalkingDirection = currentActor.transform.position.y < newLocation.y ? 1 : 3; } playerMovement.CharacterAnimator.walk(newWalkingDirection); currentActor.transform.position = Vector2.MoveTowards(currentActor.transform.position, newLocation, .02f); } if (Vector2.Distance(currentActor.transform.position, newLocation) < .02) { inMovement = false; if (aiCharacter != null) { aiCharacter.InCutscene = false; } } }