private List <SwarmGroup> instantiateSwarmGroups() { //create pre-defined, designed groups of swarms to spawn List <SwarmGroup> groupsToReturn = new List <SwarmGroup>(); List <Swarm> currentSwarms; SwarmGroup currentSwarmGroup; #region Fighters circling frigate currentSwarms = new List <Swarm>(); Swarm fightersCircling_frigate = Swarm.GenerateSwarmWithShape(shipType.frigate, 1, 6, 0, 0, swarmTargetType.straightAhead, swarmActionShape.figureEight); Swarm fightersCircling_fighters = Swarm.GenerateSwarmWithShape(shipType.fighter, 20, 8, 1, 0.1f, swarmTargetType.atPlayer, swarmActionShape.circle).ChildSwarm(); fightersCircling_frigate.childSwarm = fightersCircling_fighters; currentSwarms.Add(fightersCircling_frigate); currentSwarmGroup = new SwarmGroup(currentSwarms, "fighters circling frigate"); groupsToReturn.Add(currentSwarmGroup); #endregion #region Fighters Double Laces currentSwarms = new List <Swarm>(); currentSwarms.Add(Swarm.GenerateSwarmWithShape(shipType.fighter, 30, 6, 0.2f, 0.2f, swarmTargetType.straightAhead, swarmActionShape.laces)); currentSwarms.Add(Swarm.GenerateSwarmWithShape(shipType.fighter, 30, 6, 0.2f, 0.2f, swarmTargetType.straightAhead, swarmActionShape.laces).MirrorOverX()); currentSwarmGroup = new SwarmGroup(currentSwarms, "fighters double laces"); groupsToReturn.Add(currentSwarmGroup); #endregion #region Fighters Double Steps /* * currentSwarms = new List<Swarm>(); * currentSwarms.Add(Swarm.GenerateSwarmWithShape (shipType.fighter,20,8,1,0.1f,swarmTargetType.atPlayer,swarmActionShape.laces)); * currentSwarms.Add(Swarm.GenerateSwarmWithShape (shipType.fighter,20,8,1,0.1f,swarmTargetType.atPlayer,swarmActionShape.laces).MirrorOverX()); * * currentSwarmGroup = new SwarmGroup (currentSwarms,"fighters double steps"); * groupsToReturn.Add (currentSwarmGroup); */ #endregion #region Fighters Circling Frigates ArcSwoop currentSwarms = new List <Swarm>(); Swarm FightersCirclingFrigatesArcswoop_frigate = Swarm.GenerateSwarmWithShape(shipType.frigate, 1, 6, 0, 0, swarmTargetType.straightAhead, swarmActionShape.arcswoop); Swarm FightersCirclingFrigatesArcswoop_fighters = Swarm.GenerateSwarmWithShape(shipType.fighter, 20, 8, 1, 0.1f, swarmTargetType.atPlayer, swarmActionShape.circle).ChildSwarm(); FightersCirclingFrigatesArcswoop_frigate.childSwarm = FightersCirclingFrigatesArcswoop_fighters; currentSwarms.Add(FightersCirclingFrigatesArcswoop_frigate); Swarm FightersCirclingFrigatesArcswoop_frigate2 = Swarm.GenerateSwarmWithShape(shipType.frigate, 1, 6, 0, 0, swarmTargetType.straightAhead, swarmActionShape.arcswoop).MirrorOverX(); Swarm FightersCirclingFrigatesArcswoop_fighters2 = Swarm.GenerateSwarmWithShape(shipType.fighter, 20, 8, 1, 0.1f, swarmTargetType.atPlayer, swarmActionShape.circle).ChildSwarm(); FightersCirclingFrigatesArcswoop_frigate2.childSwarm = FightersCirclingFrigatesArcswoop_fighters2; currentSwarms.Add(FightersCirclingFrigatesArcswoop_frigate2); currentSwarmGroup = new SwarmGroup(currentSwarms, "Fighters Circling Frigates ArcSwoop"); groupsToReturn.Add(currentSwarmGroup); #endregion return(groupsToReturn); }