From e8da04ec81656aeea22f753bdc36cde82a122b23 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?S=C3=A1rk=C3=B6zi=20Gergely=20J=C3=A1nos?= <cycss7@inf.elte.hu> Date: Mon, 21 Mar 2022 12:02:10 +0000 Subject: [PATCH] Destroy unit even if destination castle is destroyed (closes #61) --- Assets/Scripts/Logic/System/UnitDamagesCastleSystem.cs | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/Assets/Scripts/Logic/System/UnitDamagesCastleSystem.cs b/Assets/Scripts/Logic/System/UnitDamagesCastleSystem.cs index ea5d8fb..da27ed3 100644 --- a/Assets/Scripts/Logic/System/UnitDamagesCastleSystem.cs +++ b/Assets/Scripts/Logic/System/UnitDamagesCastleSystem.cs @@ -12,10 +12,12 @@ public class UnitDamagesCastleSystem : BaseSystem { private void On(UnitMovedTileEvent e) { Unit unit = e.Unit; Castle enemyCastle = unit.World.Overview.GetEnemyTeam(unit.Owner).Castle; - if (enemyCastle.Health <= 0) return; if (unit.TilePosition.Equals(enemyCastle.Position)) { - enemyCastle.Damage(unit, unit.Type.Damage); + if (!enemyCastle.IsDestroyed) { + enemyCastle.Damage(unit, unit.Type.Damage); + } + unit.World.DestroyUnit(unit); } } -- GitLab