Merge pull request 'Made attack selection only select alive enemies' (#45) from bug/attack_dead_enemy into develop
Reviewed-on: #45 Reviewed-by: kziolkowski <katharina.ziolkowski@gmail.com>
This commit was merged in pull request #45.
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@@ -12,6 +12,7 @@ public class TargetSelectActionDetail : FighterAction.FighterActionDetail
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// settings
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public required bool selectEnemy;
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public required bool selectAlly;
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public required bool aliveOnly;
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public VisualRange visualRange = VisualRange.Single;
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// result
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@@ -13,7 +13,8 @@ public class AllyAttackAction : FighterAction
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public TargetSelectActionDetail targetSelect = new()
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{
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selectEnemy = true,
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selectAlly = false
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selectAlly = false,
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aliveOnly = true
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};
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public MinigameActionDetail minigameDetail = new();
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@@ -117,11 +117,13 @@ public partial class AllFightersVisual : Node
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if (targetDetail.selectEnemy)
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_fighterVisuals
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.Where(kv => kv.Key.IsInFormation(HappeningData.enemyFighterFormation))
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.Where(kv => !targetDetail.aliveOnly || kv.Key.IsAlive())// if aliveOnly: take where IsAlive
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.ForEach(kv => kv.Value.SetTargetSelectionActive(true));
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if (targetDetail.selectAlly)
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_fighterVisuals
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.Where(kv => kv.Key.IsInFormation(HappeningData.allyFighterFormation))
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.Where(kv => !targetDetail.aliveOnly || kv.Key.IsAlive())// if aliveOnly: take where IsAlive
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.ForEach(kv => kv.Value.SetTargetSelectionActive(true));
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}
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