//Factory Pattern Method void SpawnHelper(HelperType type) { string typeName = type.ToString(); GameObject newHelper = (GameObject)Instantiate(Resources.Load(typeName), playerRef.transform.position, Quaternion.identity); switch (typeName) { case "Attacker": Attacker newAttacker = newHelper.GetComponent <Attacker>(); newAttacker.ID = helperIterator; newAttacker.PlayerRef = playerRef; currentHelpers.Add(newAttacker); break; case "Protector": Protector newProtector = newHelper.GetComponent <Protector>(); newProtector.ID = helperIterator; newProtector.PlayerRef = playerRef; currentHelpers.Add(newProtector); break; case "Shooter": Shooter newShooter = newHelper.GetComponent <Shooter>(); newShooter.ID = helperIterator; newShooter.PlayerRef = playerRef; currentHelpers.Add(newShooter); break; } helperIterator++; }
private string Beautify(HelperType value) { if (HelperTypeMap.ContainsKey(value)) { return(HelperTypeMap[value]); } return(value.ToString()); }
public static ILocalisable <string> ToLocalisable(this HelperType helperType) { switch (helperType) { case HelperType.Spell: return((LocalisedString)SPELL); case HelperType.Melee: return((LocalisedString)MELEE); case HelperType.Ranged: return((LocalisedString)RANGE); case HelperType.None: return((LocalisedString)NONE); } return((RawString)helperType.ToString()); }