2019-04-27 20:19:35 +00:00
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class TurnHandler : MonoBehaviour
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{
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public void OnTurn() {
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2019-04-28 14:28:31 +00:00
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Entity[] entities = gameObject.GetComponentsInChildren<Entity>();
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foreach(Entity entity in entities) {
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//Check for deaths
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if(entity.hp <= 0) {
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entity.Die();
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}
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//Move AIs
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2019-04-28 14:34:50 +00:00
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if(entity is EntityMonster) {
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EntityMonster ai = entity as EntityMonster;
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2019-04-28 14:28:31 +00:00
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ai.OnTurn();
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}
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2019-04-27 20:19:35 +00:00
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}
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}
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2019-04-28 14:28:31 +00:00
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public List<Entity> GetEntitiesAtPosition(Vector2Int position) {
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2019-04-27 20:19:35 +00:00
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Entity[] entities = GetComponentsInChildren<Entity>();
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2019-04-28 12:11:21 +00:00
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List<Entity> found = new List<Entity>();
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2019-04-27 20:19:35 +00:00
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foreach(Entity entity in entities) {
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if(entity.MapPosition == position) {
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2019-04-28 12:11:21 +00:00
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found.Add(entity);
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2019-04-27 20:19:35 +00:00
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}
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}
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2019-04-28 12:11:21 +00:00
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return found;
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2019-04-27 20:19:35 +00:00
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}
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}
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