protected void EnterTurnOrder() { if (WorldController.GetDistanceFromPlayer(MyPosition()) < Settings.enterTurnDistance) { TurnOrder.AddTurn(gameObject); } else { TurnOrder.AddConcurrentTurn(gameObject); } }
//Public public override bool StartConcurrentTurn() { if (PlayerWithInRange(Settings.enterTurnDistance)) { TurnOrder.AddTurn(gameObject); player.GetComponent <PlayerUI>().SetMessage("Enemy In Range"); return(false); } if (OutOfSight()) { MoveRandomly(); } else { PathToPlayer(); } return(true); }
private void Start() { WorldController.SetDistanceFromPlayer(); TurnOrder.AddTurn(gameObject); WorldController.AddToWorld(gameObject, (int)transform.position.x, (int)transform.position.y); }