public ZombieHuman GetZombie(float powerAvailable) { if (this.zombies.Count <= 0) { return(null); } int balanceNum = this.GetBalanceNum(); ZombieHuman variant = this.zombies[balanceNum].GetVariant(); while ((this.zombies.Count > 0) && ((((GameManager.instance.currentGameMode == GameManager.GameModes.Idle) && !this.zombies[balanceNum].readyInIdle) || ((GameManager.instance.currentGameMode != GameManager.GameModes.Idle) && (this.zombies[balanceNum].minWave > WavesManager.instance.currentWave))) || (variant.power > powerAvailable))) { this.zombies.RemoveAt(balanceNum); this.chances.RemoveAt(balanceNum); if (this.zombies.Count <= 0) { break; } balanceNum = this.GetBalanceNum(); variant = this.zombies[balanceNum].GetVariant(); } if (this.zombies.Count <= 0) { return(null); } return(variant); }
public void SetPrefabData() { for (int i = 0; i < this.zombiePrefabs.Length; i++) { ZombieHuman component = this.zombiePrefabs[i].GetComponent <ZombieHuman>(); component.zombieType = this.type; component.countHealth = this.health; component.damage = this.damage; component.power = this.power; } }