public Strategy(Character characterToControl, int skillType, int numOfSkills) { _me = characterToControl; AbilityStrats _startSkills = (AbilityStrats)skillType; _abilitesICanRemeber = numOfSkills; _me.Abilities = new List <Ability>(); //Debug.Log(_me.Name + " is " + _startSkills.ToString() + " and i have " + _abilitesICanRemeber + " abilities"); switch (_startSkills) { case AbilityStrats.SKILLFUL: _me.Abilities = SpellBook.AddAbilities <Skill>(_abilitesICanRemeber); break; case AbilityStrats.MAGICAL: _me.Abilities = SpellBook.AddAbilities <Magic>(_abilitesICanRemeber); break; case AbilityStrats.COMPLETELY_RANDOM: _me.Abilities = SpellBook.AddAbilities <Ability>(_abilitesICanRemeber); break; default: break; } _hasAttacked = false; _hasMoved = false; }
public Strategy() { AbilityStrats _startSkills = AbilityStrats.COMPLETELY_RANDOM; _abilitesICanRemeber = 1; _me.Abilities = new List <Ability>(); switch (_startSkills) { case AbilityStrats.SKILLFUL: _me.Abilities = SpellBook.AddAbilities <Skill>(_abilitesICanRemeber); break; case AbilityStrats.MAGICAL: _me.Abilities = SpellBook.AddAbilities <Magic>(_abilitesICanRemeber); break; case AbilityStrats.COMPLETELY_RANDOM: _me.Abilities = SpellBook.AddAbilities <Ability>(_abilitesICanRemeber); break; default: break; } _hasAttacked = false; _hasMoved = false; }