/// <summary> /// Get the win condition for current game /// </summary> public void GetWinCondition() { int requiredEvolvePower = BetterRandom.betterRandom(11, 15); int powerDifference = 16 - requiredEvolvePower; int[] targetAbilityPowers = { 4, 4, 4, 4 }; while (powerDifference > 0) { int ability = BetterRandom.betterRandom(0, 3); if (targetAbilityPowers[ability] > 0) { targetAbilityPowers[ability]--; powerDifference--; } } gameGoal.maxHealth = playerUnitInitialMaxHealth + targetAbilityPowers[0]; gameGoal.moveRange = playerUnitInitialMoveRange + targetAbilityPowers[1]; gameGoal.attackPower = playerUnitInitialAttackPower + targetAbilityPowers[2]; gameGoal.attackRange = playerUnitInitialAttackRange + targetAbilityPowers[3]; gameGoal.CreateCloneLook(); gameGoal.health = 0; // Hide health bar }