public int ChangeState(BaseSwitcher switcher) { if (currentState == 1) { TurnOff(); } return(currentState); }
/// <summary> /// Creates a unit with all parameters /// </summary> /// <param name="unitName">Name of the unit e.g. Tank 1</param> /// <param name="hp">Healthpoints of the unit e.g. 100</param> /// <param name="attack">Attackvalue of the unit e.g. 20</param> /// <param name="critChance">Chance to hit a critical hit on another unit e.g. 0,1 = 10%</param> /// <param name="defense">The defense value of a unit</param> /// <param name="type">The type of the unit. (Tank, Soldier or Plane)</param> /// <param name="armorType">The armor type of the unit. Important for passives</param> /// <param name="buildtime">The time it takes to build this unit in seconds</param> /// <param name="createAndOrderButton">The script that triggeres a production of this unit</param> /// <param name="baseSwitch">The script that handles a base switch</param> public Unit Initialize(string unitName, int hp, int attack, float critChance, int defense, Type type, ArmorType armorType, float buildtime, CreateAndOrderUnit createAndOrderButton, BaseSwitcher baseSwitch) { this.UnitName = unitName; this.hp = hp; this.attack = attack; this.critChance = critChance; this.defense = defense; this.UnitType = type; this.ArmorTypeUnit = armorType; this.buildtime = buildtime; this.CreateAndOrderButton = createAndOrderButton; this.baseSwitch = baseSwitch; AllUnits.Add(this); return(this); }
public abstract int ChangeState(BaseSwitcher switcher, string action);
/// <summary>Runs one time when object is instanciated</summary> private void Start() { this.baseSwitch = GameObject.FindObjectOfType <BaseSwitcher>(); this.energyManagement = this.baseSwitch.GetEnergyPool(); }
public override int ChangeState(BaseSwitcher switcher, string action) { return(ChangeState(switcher)); }