private void populateUpNext() { hasPickedNext = true; UpNextController nextControl = nextUpSignSpriteObject.GetComponent <UpNextController>(); if (playerTurn == PlayerTurn.Defense) { if (defenseTroopPlacement < 5) { switch (defenseTroopPlacement) { case 0: nextPieceSprite.sprite = nextControl.cowboySprt; onBoardPiece = new Cowboy(); break; case 1: nextPieceSprite.sprite = nextControl.ghostSprt; onBoardPiece = new Ghost(); break; case 2: nextPieceSprite.sprite = nextControl.priestessSprt; onBoardPiece = new Priestess(); break; case 3: nextPieceSprite.sprite = nextControl.rebelSprt; onBoardPiece = new Rebel(); break; case 4: nextPieceSprite.sprite = nextControl.wandererSprt; onBoardPiece = new Wanderer(); break; default: break; } } else { switch (defenseTrapPlacement) { case 0: onBoardPiece = null; nextPieceSprite.sprite = nextControl.barricadeSprt; break; case 1: nextPieceSprite.sprite = nextControl.firebombSprt; break; case 2: nextPieceSprite.sprite = nextControl.groundbombSprt; break; case 3: nextUpSignPanel.SetActive(false); break; default: break; } } } else { int rnd = (int)UnityEngine.Random.Range(0f, 15f); if (attackSpecialistNum != 2 && rnd == 14) { if (hasGuard && !hasBerserker) { nextPieceSprite.sprite = nextControl.berserkerSprt; onBoardPiece = new Berserker(); } else if (hasBerserker && !hasGuard) { nextPieceSprite.sprite = nextControl.guardSprt; onBoardPiece = new Guard(); } else { int specialRnd = (int)UnityEngine.Random.Range(0f, 2f); if (specialRnd == 0) { nextPieceSprite.sprite = nextControl.berserkerSprt; onBoardPiece = new Berserker(); } else { nextPieceSprite.sprite = nextControl.guardSprt; onBoardPiece = new Guard(); } } } else { if (rnd % 2 == 0) { nextPieceSprite.sprite = nextControl.builderSprt; print("builder"); onBoardPiece = new Builder(); } else { nextPieceSprite.sprite = nextControl.swordsmanSprt; print("sword"); onBoardPiece = new Swordsman(); } } } }
public void populateSlot(CharacterClassBase piece) { //print("222" + switchNum); int slot = population; for (int i = 0; i < pieces.Length; i++) { if (pieces[i] != null) { print(i); print(pieces[i].getName()); print(piece.getName()); if (pieces[i].getName() == piece.getName()) { numInSlot[i] += 1; print("return"); return; } } } print(population); pieces[slot] = piece; if (population < 5) { //print(slot); numInSlot[slot] += 1; } switch (piece.getName()) { case "Cowboy": //print("333"); chipSprites[slot].GetComponent <SpriteRenderer>().sprite = cowboySprt; break; case "Ghost": chipSprites[slot].GetComponent <SpriteRenderer>().sprite = ghostSprt; break; case "Priestess": chipSprites[slot].GetComponent <SpriteRenderer>().sprite = priestessSprt; break; case "Rebel": chipSprites[slot].GetComponent <SpriteRenderer>().sprite = rebelSprt; break; case "Wanderer": chipSprites[slot].GetComponent <SpriteRenderer>().sprite = wandererSprt; break; case "Berserker": chipSprites[slot].GetComponent <SpriteRenderer>().sprite = berserkerSprt; break; case "Guard": //print("g"); chipSprites[slot].GetComponent <SpriteRenderer>().sprite = guardSprt; break; case "Builder": //print("b"); chipSprites[slot].GetComponent <SpriteRenderer>().sprite = builderSprt; break; case "Swordsman": //print("s"); chipSprites[slot].GetComponent <SpriteRenderer>().sprite = swordsmanSprt; break; default: break; } population++; }