public void moveShips() { getShips(); foreach (GameObject currentShip in ships) { SpaceMover currentSpaceMover = currentShip.GetComponent <SpaceMover> (); currentSpaceMover.applyManuver(currentSpaceMover.manuver); currentSpaceMover.MoveShip(); currentSpaceMover.ActionPoints = 1; currentSpaceMover.manuver = currentSpaceMover.CreateOrderOfAction(0, 0); Debug.Log(currentSpaceMover.manuver); } for (int i = 0; i < ships.Count - 1; i++) { for (int j = i + 1; j < ships.Count; j++) { if (ships[i] != null && ships[j] != null) { if (ships [i].GetComponent <SpaceMover> ().getCell() == ships [j].GetComponent <SpaceMover> ().getCell()) { ships [i].GetComponent <SpaceMover>().TakeDamage(ships [i].GetComponent <SpaceMover>(), 1); ships [j].GetComponent <SpaceMover>().TakeDamage(ships [j].GetComponent <SpaceMover>(), 1); } } } } getShips(); }
public void giveShipRotationalCommand(int change) { inUse.manuver = inUse.CreateOrderOfAction(change, 0); }