public List <Unit> GetUnitsEnemyIsAttacking(Building building) { List <Unit> targets = new List <Unit>(); AttackBuildingOrder ABO; foreach (AttackOrder AO in this.player.enemyAttackOrders) { if (AO.GetType() == typeof(AttackBuildingOrder)) { ABO = (AttackBuildingOrder)AO; if (ABO.target == building) { if (ABO.units.Count > 0) { return(ABO.units); } else { ABO.isActive = false; } } } } return(targets); }
public List <Unit> GetUnitsEnemyIsAttacking(Unit unit) { AttackUnitOrder AUO; foreach (AttackOrder AO in this.player.enemyAttackOrders) { if (AO.GetType() == typeof(AttackUnitOrder)) { AUO = (AttackUnitOrder)AO; if (AUO.targets.Contains(unit)) { return(AUO.units); } } } return(null); }