Behavior choice complete
omg ça marche juste la défense il faut une reine mais en vrai c'est pas grave
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11 changed files with 1295 additions and 15 deletions
61
Assets/Scripts/BehaviorChoice.cs
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61
Assets/Scripts/BehaviorChoice.cs
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using UnityEngine;
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public class BehaviorChoice : MonoBehaviour
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{
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public GameObject chosenUnit;
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public void Neutral()
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{
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if (chosenUnit.GetComponent<OffensiveBehaviour>() != null)
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{
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Destroy(chosenUnit.GetComponent<OffensiveBehaviour>());
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}
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if (chosenUnit.GetComponent<DefensiveBehaviour>() != null)
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{
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Destroy(chosenUnit.GetComponent<DefensiveBehaviour>());
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}
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if (chosenUnit.GetComponent<NeutralBehaviour>() == null)
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{
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chosenUnit.AddComponent<NeutralBehaviour>();
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this.gameObject.SetActive(false);
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}
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}
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public void Offensive()
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{
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if (chosenUnit.GetComponent<NeutralBehaviour>() != null)
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{
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Destroy(chosenUnit.GetComponent<NeutralBehaviour>());
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}
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if (chosenUnit.GetComponent<DefensiveBehaviour>() != null)
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{
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Destroy(chosenUnit.GetComponent<DefensiveBehaviour>());
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}
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if (chosenUnit.GetComponent<OffensiveBehaviour>() == null)
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{
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chosenUnit.AddComponent<OffensiveBehaviour>();
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this.gameObject.SetActive(false);
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}
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}
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public void Defensive()
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{
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if (chosenUnit.GetComponent<NeutralBehaviour>() != null)
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{
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Destroy(chosenUnit.GetComponent<NeutralBehaviour>());
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}
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if (chosenUnit.GetComponent<OffensiveBehaviour>() != null)
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{
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Destroy(chosenUnit.GetComponent<OffensiveBehaviour>());
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}
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if (chosenUnit.GetComponent<DefensiveBehaviour>() == null)
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{
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chosenUnit.AddComponent<DefensiveBehaviour>();
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this.gameObject.SetActive(false);
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}
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}
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}
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