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- Updated Capture function and AbandonUnit function.
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@ -134,6 +134,12 @@ public class Squad : Unit
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{
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{
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// retreive the human at the specified index
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// retreive the human at the specified index
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var humanUnit = _humans.ElementAt(i);
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var humanUnit = _humans.ElementAt(i);
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// reassign the human attributes
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humanUnit.Tag = TagLayerManager.Human;
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humanUnit.Layer = TagLayerManager.HumanLayerIndex;
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humanUnit.gameObject.GetComponent<Rigidbody>().useGravity = true;
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humanUnit.IsCaptured = false;
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// add the human to the abandonned Unit list
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// add the human to the abandonned Unit list
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AddAbandonnedHuman(humanUnit);
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AddAbandonnedHuman(humanUnit);
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// remove the human from the humandUnit that was added to the abandonned unit list
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// remove the human from the humandUnit that was added to the abandonned unit list
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@ -219,6 +225,7 @@ public class Squad : Unit
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//Debug.Log(String.Format("Human parent before colision :{0}", unit.transform.name));
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//Debug.Log(String.Format("Human parent before colision :{0}", unit.transform.name));
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unit.IsCaptured = true;
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unit.IsCaptured = true;
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unit.transform.parent = this.transform;
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unit.transform.parent = this.transform;
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unit.transform.gameObject.GetComponent<Rigidbody>().useGravity = false;
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unit.transform.localPosition = new Vector3(0, 0, 0);
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unit.transform.localPosition = new Vector3(0, 0, 0);
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//Debug.Log(String.Format("Human parent before colision :{0}", unit.transform.parent.name));
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//Debug.Log(String.Format("Human parent before colision :{0}", unit.transform.parent.name));
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AddHuman(unit);
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AddHuman(unit);
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