// Methods public Pathfinder(MapData map) { MapData = map; if (MapData.Id == 2561) { ListCellIdFighters.Add(53); } }
// Methods public SimplePathfinder(MapData Map) { MapData = Map; if (Map.Id == 2561) { ListCellIdFighters.Add(53); } }
public void SetFight(List <BFighter> Fighters, int MovementPoints) { foreach (BFighter fighter in Fighters) { if (fighter.IsAlive) { ListCellIdFighters.Add(fighter.CellId); } } MovePoint = MovementPoints; IsFighting = true; }
private object method_2(int int_1) { if ((MapPoint_FromCell.CellId == int_1) || (MapPoint_ToCell.CellId == int_1)) { return(true); } if (ListCellIdFighters.Contains(int_1)) { return(false); } return(MapData.Data.Cells[int_1].Mov); }
public void SetFight(List <BFighter> Fighters, int MovementPoints) { //INSTANT C# NOTE: Commented this declaration since looping variables in 'foreach' loops are declared in the 'foreach' header in C#: // GameFightFighterInformations informations = null; foreach (BFighter fighter in Fighters) { if (fighter.IsAlive) { ListCellIdFighters.Add(fighter.CellId); } } v_MouvementPoints = MovementPoints; IsInFight = true; }