public SkillLastEnemy2() : base() { normal = new NormalEnemyAttack(this); actSkills = new List <EnemyActiveSkills>(); act.Add(new LastEnemyActive3(this)); pas.Add(new LastEnemyPassive1(this)); set.Add(act[3]); set.Add(pas[1]); actSkills.Add((EnemyActiveSkills)act[3]); }
public SkillLastEnemy1() : base() { normal = new NormalEnemyAttack(this); actSkills = new List <EnemyActiveSkills>(); act.Add(new LastEnemyActive1(this)); act.Add(new LastEnemyActive2(this)); set.Add(act[1]); set.Add(act[2]); actSkills.Add((EnemyActiveSkills)act[1]); actSkills.Add((EnemyActiveSkills)act[2]); }
public SkillMidBoss() : base() { normal = new NormalEnemyAttack(this); actSkills = new List <EnemyActiveSkills>(); act.Add(new MidBossActive1(this)); act.Add(new MidBossActive2(this)); pas.Add(new MidBossPassive1(this)); pas.Add(new MidBossPassive3(this)); set.Add(act[0]); set.Add(act[1]); set.Add(pas[0]); set.Add(pas[1]); actSkills.Add((EnemyActiveSkills)act[0]); actSkills.Add((EnemyActiveSkills)act[1]); }
public SkillNormalEnemy() : base() { List <int> skillSeed = new List <int>(); normal = new NormalEnemyAttack(this); actSkills = new List <EnemyActiveSkills>(); act.Add(new NormalEnemyActive1(this)); act.Add(new NormalEnemyActive2(this)); act.Add(new NormalEnemyActive3(this)); act.Add(new NormalEnemyActive4(this)); act.Add(new NormalEnemyActive5(this)); act.Add(new NormalEnemyActive6(this)); act.Add(new NormalEnemyActive7(this)); pas.Add(new NomalEnemyPassive1(this)); pas.Add(new NomalEnemyPassive2(this)); pas.Add(new NomalEnemyPassive3(this)); pas.Add(new NomalEnemyPassive4(this)); pas.Add(new NomalEnemyPassive5(this)); for (int i = 0; i < 11; i++) { skillSeed.Add(i); } for (int i = 0; i < 4; i++) { int index = Random.Range(0, skillSeed.Count); switch (skillSeed[index]) { case 1: set.Add(act[0]); actSkills.Add((EnemyActiveSkills)act[0]); break; case 2: set.Add(act[1]); actSkills.Add((EnemyActiveSkills)act[1]); break; case 3: set.Add(act[2]); actSkills.Add((EnemyActiveSkills)act[2]); break; case 4: set.Add(act[3]); actSkills.Add((EnemyActiveSkills)act[3]); break; case 5: set.Add(act[4]); actSkills.Add((EnemyActiveSkills)act[4]); break; case 6: set.Add(act[5]); actSkills.Add((EnemyActiveSkills)act[5]); break; case 7: set.Add(act[6]); actSkills.Add((EnemyActiveSkills)act[6]); break; case 8: if (Random.Range(0, 2) == 0) { set.Add(pas[0]); } else { set.Add(pas[1]); } break; case 9: set.Add(pas[2]); break; case 10: set.Add(pas[3]); break; case 0: set.Add(pas[4]); break; } skillSeed.RemoveAt(index); } }