示例#1
0
 void StopUnits()
 {
     foreach (GameObject unit in unitsSpawned)
     {
         if (unit != null)
         {
             SelectedUnit_MoveHandler moveHandler = unit.GetComponent <SelectedUnit_MoveHandler>();
             moveHandler.attackTarget   = null;
             moveHandler.moving         = false;
             moveHandler.movingToAttack = false;
         }
     }
 }
示例#2
0
    public void MoveUnitsBack()
    {
        for (int x = 0; x < unitsSpawned.Length; x++)
        {
            if (unitsSpawned[x] != null)
            {
                SelectedUnit_MoveHandler moveHandler = unitsSpawned[x].GetComponent <SelectedUnit_MoveHandler>();

                moveHandler.moving         = true;
                moveHandler.movingToAttack = false;
                moveHandler.mX             = Mathf.RoundToInt(unitPositions[x].x);
                moveHandler.mY             = Mathf.RoundToInt(unitPositions[x].y);
            }
        }
//		StopUnits ();
    }
示例#3
0
 void MoveUnits(Vector3 pos)
 {
     foreach (GameObject unit in unitsSpawned)
     {
         if (unit != null && attackTarget != null)
         {
             SelectedUnit_MoveHandler moveHandler = unit.GetComponent <SelectedUnit_MoveHandler>();
             moveHandler.attackTarget   = attackTarget;
             moveHandler.moving         = true;
             moveHandler.movingToAttack = true;
             //			Transform child = enemyUnit.transform.FindChild("sprite").transform;
             moveHandler.mX = Mathf.RoundToInt(pos.x);
             moveHandler.mY = Mathf.RoundToInt(pos.y);
         }
     }
 }