private void autoAddWarrior(WarriorT wType = WarriorT.Default)
        {
            if (wType != WarriorT.Default)
            {
                addWarrior(wType);
                return;
            }

            if (isCreate)
            {
                direct = rand.Next(0, level);
            }

            switch (direct)
            {
            case 0:
                isCreate = addSword();
                break;

            case 1:
                isCreate = addArrow();
                break;

            case 2:
                isCreate = addShield();
                break;

            case 3:
                isCreate = addHatchet();
                break;

            case 4:
                isCreate = addRocket();
                break;

            case 5:
                isCreate = addWall();
                break;

            case 6:
                isCreate = addRescue();
                break;

            default:
                isCreate = true;
                break;
            }
        }
        private void addWarrior(WarriorT wType = WarriorT.Default)
        {
            switch (wType)
            {
            case WarriorT.Sword:
                isCreate = addSword();
                break;

            case WarriorT.Arrow:
                isCreate = addArrow();
                break;

            case WarriorT.Shield:
                isCreate = addShield();
                break;

            case WarriorT.Hachet:
                isCreate = addHatchet();
                break;

            case WarriorT.Rocket:
                isCreate = addRocket();
                break;

            case WarriorT.Wall:
                isCreate = addWall();
                break;

            case WarriorT.Rescue:
                isCreate = addRescue();
                break;

            default:
                isCreate = true;
                break;
            }
        }
 public void auto(WarriorT wType = WarriorT.Default)
 {
     autoFixLine();
     autoAddWarrior(wType);
 }