/// <summary> /// Updates the dynamic AI numbers.(needs testing, note : add it after character death?, needs to be network synced?) /// </summary> public static void UpdateDynamicAINumbers() { _dynamicAINumbers.Clear(); foreach (PhotonView p in AIStatusHandler.Get_ALL_PVs(true)) { if (p.GetComponent <UnitComponent> () == null) { Debug.LogWarning("WARNING : AIStatusHandler without UnitComponent"); continue; } else { _dynamicAINumbers.Add((DynamicAINumber)p.GetComponent <UnitComponent> ().attributes.value); } } }
/// /// <summary> /// Gets the list of enemies searched from photonview list /// </summary> /// <returns>The enemies.</returns> /// <param name="ofTeam">Of team.</param> /// <param name="checkAlive">If set to <c>true</c> check alive.</param> public static List <CombatHandler> GET_ENEMIES(TEAM ofTeam, bool checkAlive = false) { List <CombatHandler> enemies = new List <CombatHandler> (); foreach (var p in AIStatusHandler.Get_ALL_PVs(checkAlive)) { CombatHandler ch = p.GetComponent <CombatHandler> (); if (ch != null) { //check if enemy if (ofTeam != ch.GetTeam()) { enemies.Add(ch); } } else { Debug.LogWarning("WARNING : this photonview must have combathandler as its component"); } } return(enemies); }