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-rw-r--r--Assembly_CSharp/Lookout.cs97
1 files changed, 0 insertions, 97 deletions
diff --git a/Assembly_CSharp/Lookout.cs b/Assembly_CSharp/Lookout.cs
deleted file mode 100644
index 3abd55b..0000000
--- a/Assembly_CSharp/Lookout.cs
+++ /dev/null
@@ -1,97 +0,0 @@
-using UnityEngine;
-
-public class Lookout : Tower
-{
- [SerializeField]
- private GameObject markIcon;
-
- private GameObject currentMark;
-
- protected override void Update()
- {
- if (currentTarget != null)
- {
- markIcon.SetActive(value: true);
- UpdateMark();
- GainXP();
- }
- else
- {
- markIcon.SetActive(value: false);
- }
- }
-
- private void UpdateMark()
- {
- if (currentTarget != currentMark)
- {
- if (currentMark != null)
- {
- currentMark.GetComponent<Enemy>().mark = null;
- }
- currentMark = currentTarget;
- currentMark.GetComponent<Enemy>().mark = this;
- }
- markIcon.transform.position = currentMark.transform.position;
- }
-
- protected override GameObject SelectEnemy(Collider[] possibleTargets)
- {
- GameObject result = null;
- float num = -1f;
- for (int i = 0; i < possibleTargets.Length; i++)
- {
- float num2 = 1f;
- Enemy component = possibleTargets[i].GetComponent<Enemy>();
- if (!(component.mark != this) || !(component.mark != null))
- {
- if (CheckPriority(Priority.Progress))
- {
- num2 /= Mathf.Max(0.001f, possibleTargets[i].GetComponent<Pathfinder>().distanceFromEnd);
- }
- if (CheckPriority(Priority.NearDeath))
- {
- num2 /= Mathf.Max(0.001f, component.CurrentHealth());
- }
- if (CheckPriority(Priority.MostHealth))
- {
- num2 *= (float)Mathf.Max(1, component.health);
- }
- if (CheckPriority(Priority.MostArmor))
- {
- num2 *= (float)Mathf.Max(1, component.armor);
- }
- if (CheckPriority(Priority.MostShield))
- {
- num2 *= (float)Mathf.Max(1, component.shield);
- }
- if (CheckPriority(Priority.LeastHealth))
- {
- num2 /= (float)Mathf.Max(1, component.health);
- }
- if (CheckPriority(Priority.LeastArmor))
- {
- num2 /= (float)Mathf.Max(1, component.armor);
- }
- if (CheckPriority(Priority.LeastShield))
- {
- num2 /= (float)Mathf.Max(1, component.shield);
- }
- if (CheckPriority(Priority.Fastest))
- {
- num2 *= Mathf.Max(0.001f, possibleTargets[i].GetComponent<Pathfinder>().speed);
- }
- if (CheckPriority(Priority.Slowest))
- {
- num2 /= Mathf.Max(0.001f, possibleTargets[i].GetComponent<Pathfinder>().speed);
- }
- if (num2 > num)
- {
- result = component.gameObject;
- num = num2;
- }
- }
- }
- return result;
- }
-}