void UpdateBassInstructs(UnitScript.Strategies strat) { List <ConditionalItem> conditions = new List <ConditionalItem>(); AIManager.UnitAIs u = AIManager.BassUnit; switch (strat) { case UnitScript.Strategies.AGGRESSIVE: conditions = u.AggressiveAI; break; case UnitScript.Strategies.DEFENSIVE: conditions = u.DefensiveAI; break; case UnitScript.Strategies.NEUTRAL: conditions = u.NeutralAI; break; } bass.text = ""; foreach (ConditionalItem c in conditions) { bass.text += c.GetSentence() + "\n"; } bass.text += "Else Rest for EIGHTH note"; }
void ChangeStrat(int team, int beatNum, UnitScript.Strategies newAction, ConstFile.PuppetType type) { switch (type) { case ConstFile.PuppetType.TREBLE: UpdateTrebleInstructs(newAction); break; case ConstFile.PuppetType.BASS: UpdateBassInstructs(newAction); break; } }
void ActionChange(int team, int beatNum, UnitScript.Strategies newAction, PuppetType type) { //Debug.Log(string.Format("Action Change\nTeam: {0}\nBeatNum: {1}\nAction: {2}",team,beatNum,newAction)); switch (team) { case 0: switch (type) { case PuppetType.BASS: actionPatternZeroBass[0] = newAction; break; case PuppetType.TREBLE: actionPatternZeroTreble[0] = newAction; break; } break; case 1: switch (type) { case PuppetType.BASS: actionPatternOneBass[0] = newAction; break; case PuppetType.TREBLE: actionPatternOneTreble[0] = newAction; break; } break; } switch (type) { case PuppetType.BASS: UpdateBassUnits(team); break; case PuppetType.TREBLE: UpdateTrebleUnits(team); break; } }