public Actor GetSelectedTargetForActor(Actor actor) { BattleSideState side = this.GetSideForActor(actor); switch (side) { case BattleSideState.GOOD: return(this.badGuys[UnityEngine.Random.Range(0, this.badGuys.Count)]); // return null; // TODO (darren): return player's currently selected enemy case BattleSideState.BAD: default: // if the person attacking is bad, return random good guy return(this.goodGuys[UnityEngine.Random.Range(0, this.goodGuys.Count)]); } }
private void SwitchCurrentSide() { switch (this._currentlyActingSide) { case BattleSideState.GOOD: this._currentlyActingSide = BattleSideState.BAD; break; case BattleSideState.BAD: default: this._currentlyActingSide = BattleSideState.GOOD; break; } this._actedActors.Clear(); }