protected virtual bool CanTargetObject(GameplayObject target) { if (m_targetCandidate == null || m_targetCandidate.IsDead() || !CanSeeObject(m_targetCandidate)) { return(false); } else { return(true); } }
protected virtual void Hit() { // If we still have a valid target, damage it. if (m_intendedTarget != null && !m_intendedTarget.IsDead()) { // Inflict it random damage. m_intendedTarget.TakeDamage(this, m_attackDamage.GetValue()); } Die(); }
protected virtual bool HaveEnemyTarget() { return(m_enemyTarget != null && !m_enemyTarget.IsDead()); }