private EnemyType ChangeStat(GameObject enemy, float ratio)
        {
            WarriorController wc = enemy.GetComponent <WarriorController>();

            // if enemy is a warrior type
            if (wc != null)
            {
                wc.increaseDamage(statIncreaseRatio);
                return(EnemyType.Warrior);
            }

            MageController mm = enemy.GetComponent <MageController>();

            // if enemy is a mage type
            if (mm != null)
            {
                mm.increaseDamage(statIncreaseRatio);
                return(EnemyType.Mage);
            }

            return(EnemyType.Support);
        }
Example #2
0
        private void ChooseEnemy(int spawnPointIndex)
        {
            int enemyType = Random.Range(0, 3);

            switch (enemyType)
            {
            case 0:
                if (support != null)
                {
                    SupportController.Create(this, support, spawnPoints[spawnPointIndex].position, spawnPoints[spawnPointIndex].rotation);
                    return;
                }
                break;

            case 1:
                if (mage != null)
                {
                    MageController.Create(this, mage, spawnPoints[spawnPointIndex].position, spawnPoints[spawnPointIndex].rotation);
                    return;
                }
                break;
            }
            WarriorController.Create(this, warrior, spawnPoints[spawnPointIndex].position, spawnPoints[spawnPointIndex].rotation);
        }