Example #1
0
    public int GetLunenCount(Team lunenTeam, LunenState state)
    {
        if (lunenTeam == Team.PlayerTeam)
        {
            switch (state)
            {
            default: return(0);

            case LunenState.Alive: return(PlayerLunenAlive.Count);

            case LunenState.Out: return(PlayerLunenAlive.Count > MaxLunenOut ? MaxLunenOut : PlayerLunenAlive.Count);

            case LunenState.All: return(PlayerLunenMonsters.Count);

            case LunenState.Dead: return(PlayerLunenMonsters.Count - PlayerLunenAlive.Count);
            }
        }
        else if (lunenTeam == Team.EnemyTeam)
        {
            switch (state)
            {
            default: return(0);

            case LunenState.Alive: return(EnemyLunenAlive.Count);

            case LunenState.Out: return(EnemyLunenAlive.Count > MaxLunenOut ? MaxLunenOut : EnemyLunenAlive.Count);

            case LunenState.All: return(EnemyLunenMonsters.Count);

            case LunenState.Dead: return(EnemyLunenMonsters.Count - EnemyLunenAlive.Count);
            }
        }
        else
        {
            return(0);
        }
    }
Example #2
0
    public Monster GetMonster(Team lunenTeam, LunenState state, int index)
    {
        if (lunenTeam == Team.PlayerTeam)
        {
            switch (state)
            {
            default:
                return(null);

            case LunenState.Alive:
            case LunenState.Out:
                if (PlayerLunenAlive.Count > index)
                {
                    return(PlayerLunenAlive[index]);
                }
                else
                {
                    return(null);
                }

            case LunenState.All:
                if (PlayerLunenMonsters.Count > index)
                {
                    return(PlayerLunenMonsters[index]);
                }
                else
                {
                    return(null);
                }
            }
        }
        else if (lunenTeam == Team.EnemyTeam)
        {
            switch (state)
            {
            default:
                return(null);

            case LunenState.Alive:
            case LunenState.Out:
                if (EnemyLunenAlive.Count > index)
                {
                    return(EnemyLunenAlive[index]);
                }
                else
                {
                    return(null);
                }

            case LunenState.All:
                if (EnemyLunenMonsters.Count > index)
                {
                    return(EnemyLunenMonsters[index]);
                }
                else
                {
                    return(null);
                }
            }
        }
        else
        {
            return(null);
        }
    }