public void SetBombType(CharactersEnum shipType) { //Attach the correct bomb prefab depending on the ship type switch (shipType) { case CharactersEnum.generalist: bombPrefab = Resources.Load <GameObject>("Prefabs/GeneralistBomb"); break; case CharactersEnum.m*******t: bombPrefab = Resources.Load <GameObject>("Prefabs/MasochistBomb"); break; case CharactersEnum.vampire: bombPrefab = Resources.Load <GameObject>("Prefabs/VampireBomb"); break; case CharactersEnum.tank: bombPrefab = Resources.Load <GameObject>("Prefabs/TankBomb"); break; case CharactersEnum.glassCannon: bombPrefab = Resources.Load <GameObject>("Prefabs/GlassCannonBomb"); break; default: Debug.LogError("Ship type " + thisShip.character.characterType + " is not defined!"); break; } }
private static void AddCharacterCards(this Deck deck, int number, CharactersEnum character) { for (var i = 0; i < number; i++) { deck.CharacterCards.Add(new CharacterCard(character)); } }
/* * * The only static method in the HintPicker class which converts the characters to class type which is * needed to find the right hints. * */ private static ClassTypeEnum CharactersToClassTypeEnum(CharactersEnum character) { switch (character) { case CharactersEnum.Astra: case CharactersEnum.Omen: case CharactersEnum.Brimstone: case CharactersEnum.Viper: return(ClassTypeEnum.Controller); case CharactersEnum.Sage: case CharactersEnum.Cypher: case CharactersEnum.Killjoy: return(ClassTypeEnum.Sentinel); case CharactersEnum.Breach: case CharactersEnum.Skye: case CharactersEnum.Sova: return(ClassTypeEnum.Initiator); case CharactersEnum.Jett: case CharactersEnum.Phoenix: case CharactersEnum.Raze: case CharactersEnum.Reyna: case CharactersEnum.Yoru: return(ClassTypeEnum.Duelist); } throw new ArgumentException("Invalid or a not updated character"); }
public void ShouldAssignCharacterCardToPlayer() { const CharactersEnum expectedResult = CharactersEnum.Pacifist; var player = new Player(); Assert.IsNull(player.CharacterCard); var characterCard = new CharacterCard(CharactersEnum.Pacifist); player.AssignCharacterCard(characterCard); Assert.AreEqual(expectedResult, player.CharacterCard.Character); }
private static Deck AddDoorTunnelCard( this Deck deck, int numberOfCards, CharactersEnum doorForTeam, SegmentType north = SegmentType.None, SegmentType east = SegmentType.None, SegmentType south = SegmentType.None, SegmentType west = SegmentType.None ) { for (var i = 0; i < numberOfCards; i++) { deck.PlayingCards.Add(new TunnelCard( doorForTeam, new Segment(north), new Segment(east), new Segment(south), new Segment(west))); } return(deck); }
public CharacterCard(CharactersEnum character) { Character = character; }
public GameResult(DateTime date, Score score, int kills, int assists, int deaths, int firstKills, int teamPlacement, int overallPlacement, CharactersEnum character, ValorantRankEnum valorantRank) { this.Date = date; this.Score = score; this.Kills = kills; this.Assists = assists; this.FirstKills = firstKills; this.Deaths = deaths; this.Character = character; this.ValorantRank = valorantRank; this.TeamPlacement = teamPlacement; this.OverallPlacement = overallPlacement; }