//remove given enemy from list, populate a new one of same difficulty public void UpdateEnemyList(Enemy e) { var index = enemyList.IndexOf(e); enemyList.Remove(e); switch (index) { case 0: //easy enemyList.Insert(index, EnemyFactory.GenerateEnemy(player.Level, -.5f, this.assetData)); break; case 1: enemyList.Insert(index, EnemyFactory.GenerateEnemy(player.Level, 0, this.assetData)); break; case 2: enemyList.Insert(index, EnemyFactory.GenerateEnemy(player.Level, .5f, this.assetData)); break; default: enemyList.Insert(index, EnemyFactory.GenerateEnemy(player.Level, 0, this.assetData)); break; } }
public void RestartGame() { ClearItemButtons(); ClearTurnInfo(); turnTimer = 0; cooldownTimer = 0; hasClicked = false; hasClickedItem = false; ClickValue = 0; isCooldown = false; isPaused = true; isStart = false; startTimer = 3; this.enemy = EnemyFactory.GenerateEnemy(gameData.player.Level, UnityEngine.Random.Range(-1f, 1f), gameData.assetData); this.enemy.AttachGameController(this); currentTurnData = enemy.getNextTurnData(); EnemyDmgText.text = ""; PlayerDmgText.text = ""; roundCount = 1; logText.text = ""; LoadPlayerItemButtons(); UpdateStats(); InitTurnInfoPanel(); splashScreenScript.Show(); }
public void GenerateEnemy() { var enemy = EnemyFactory.GenerateEnemy(gameData.player.Level, UnityEngine.Random.Range(-1f, 1f), gameData.assetData); var enemyStr = enemy.ToString(); testText.text = enemyStr; }
private void PopulateEnemyList(int level) { enemyList.Add(EnemyFactory.GenerateEnemy(level, -.5f, this.assetData)); enemyList.Add(EnemyFactory.GenerateEnemy(level, 0, this.assetData)); enemyList.Add(EnemyFactory.GenerateEnemy(level, .5f, this.assetData)); }