deleted comment and redundant if else

This commit is contained in:
Chauntalle Schüle 2020-05-16 18:50:55 +02:00
parent 8fabdda718
commit b79677a699

View File

@ -38,24 +38,16 @@ class GameScene: SKScene{
if isMoveTouch{
isMoveTouch = false
currentDraggedBase!.component(ofType: DefaultBaseComponent.self)?.spriteNode.position = currentDraggedBasePos //currentdraggedbase position gespeichert
currentDraggedBase!.component(ofType: DefaultBaseComponent.self)?.spriteNode.position = currentDraggedBasePos
currentDraggedBase!.component(ofType: TeamComponent.self)?.fire.position = currentDraggedBasePos
for base in currentDraggedBase!.adjacencyList {
if atPoint(touchLocation) == base.component(ofType: DefaultBaseComponent.self)?.spriteNode {
// TODO: change interaction based on collision instead of touchlocation
if !(entityManager.getTeamByBase(base: currentDraggedBase!) == entityManager.getTeamByBase(base: base)){
entityManager.add(Modal(modaltype: .BaseAttack,
base: currentDraggedBase!,
anchorPoint: CGPoint(x: self.size.width / 2 , y: self.size.height / 2),
entityManager: entityManager, gameScene: self, currentDraggedBase: currentDraggedBase, touchLocation: touchLocation))
}else {
entityManager.add(Modal(modaltype: .BaseAttack,
base: currentDraggedBase!,
anchorPoint: CGPoint(x: self.size.width / 2 , y: self.size.height / 2),
entityManager: entityManager, gameScene: self, currentDraggedBase: currentDraggedBase, touchLocation: touchLocation))
}
}
}
}